rabidrage Posted July 4, 2016 I still suck at understanding ACS aside from cutting and pasting and maybe changing a few numbers to get the result I want. I ripped this code from this video: https://www.youtube.com/watch?v=cF5-QPAXGk8 and was hoping it could be used to make two items spawn when a box is destroyed instead of one (by using the script arguments when I right click on the linedefs in question and entering the appropriate spawn numbers). However, I can get the first bonus to work. Not so much the second. Any idea what I could be doing wrong? script 102 (Int tid, Int bonus, Int bonus2) { int i; setlinespecial(tid, 0, 0, 0, 0, 0, 0); floor_lowerinstant(0, 0, 8); for(i=0; i != 15; i++) thing_projectilegravity(108,6001, random(0, 224), random(50, 70), random(10, 20)); thing_spawnNoFog(tid+1, bonus, random(20, 80)); thing_spawnNoFog(tid+2, bonus2, random(20, 80)); } 0 Quote Share this post Link to post
scifista42 Posted July 4, 2016 What exact parameters are you calling the script with? What are the TIDs of the map spot things that you are trying to spawn the bonuses onto? 0 Quote Share this post Link to post
rabidrage Posted July 4, 2016 I'm using UDMF. Using Action 80 (script execute), on projectile impact with switch height check. Script Argument 1 is 108, argument 2 is 139, argument 3 is 8. I haven't put anything for Map Number. The MapSpot that works is tagged 109. I have a second one there that's vacillated between 109 and 110 to see what will work. I thought perhaps having two MapSpots would make it work, and I correspondingly set the second Thing_SpawnNoFog at Tid+2 instead of +1. 0 Quote Share this post Link to post
scifista42 Posted July 5, 2016 rabidrage said:argument 3 is 8. That's a pinky demon, who is a solid object with relatively large radius. Does he have enough free space to spawn, without being obstructed by a wall or another solid thing near the map spot? Also, if there are multiple map spots with the same TID in your map, and you call Thing_SpawnNoFog with that TID to spawn a specific object onto it, then one instance of the object will be spawned onto each of the map spots (unless physically blocked, as I said above). 0 Quote Share this post Link to post
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