Gunrock Posted March 2, 2021 I downloaded the powercube decorate off of Realm667 website. The problem is Im trying to create a scenario were you need two powercubes to activate a single door. Here is what I created in script: int powercube; Script 2 (void) { powercube++; switch (powercube) { Case 1: print (s:"There is one more remaining!"); Break; Case 2: print (s:"Sequence has finished and the Slipgate has activated!"); Delay(60); Thing_Activate(40); FloorAndCeiling_RaiseByValue(110,32,160); Delay(60); ambientsound("amb65",127); } } The script works but the powercube does not display any animation or sound when executed? I attatched a demo map for any further help. Testing.zip 0 Quote Share this post Link to post
thelazyqdude Posted March 2, 2021 > "Realm667 Powercube Decorate doesn't work!" > posts ACS code 0 Quote Share this post Link to post
thelazyqdude Posted March 2, 2021 This code doesn't look correct. I'll look into the ACS later. ACTOR PowerCubeHolder : PowerCubeHolderBase 15000 { States { Spawn: PWCB B -1 Stop Active: PWCB D 2 Bright Light("PowerCubeHolder") A_PlaySound ("Cubeholder/On") PWCB EFGDEFGDEFG 3 Bright Light("PowerCubeHolder") Loop } } 0 Quote Share this post Link to post
ketmar Posted March 2, 2021 (edited) as far as i remember, using puzzle item won't autoactivate accepting thing. you need to manually activate it from ACS, i.e. use `Thing_Activate(0);` (if i remember right, tid 0 is activator object). then cube holder should start animation. Edited March 2, 2021 by ketmar 3 Quote Share this post Link to post
Gunrock Posted March 3, 2021 Thanks as always ketmar. Tweaked the script a little bit and used the `Thing_Activate(0);` method. I originally wanted two powercubes to activate a door, instead I opted to use just one. Little more simpler and less confusing scenario. 0 Quote Share this post Link to post
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