Runaway Script 6 terminated

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Rcj8993
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Posts: 137
Joined: Wed Sep 18, 2013 10:17 pm

Runaway Script 6 terminated

#1

Post by Rcj8993 » Wed May 21, 2014 6:47 pm

this script terminates exactly after the "Shadow" are spawned

Code: Select all

    script 6 (VOID)
        // Waves of motherfucking enemies pouring down on your ass

{
int spot_starttag = 11;        // The tid of the first mapspot
    int spot_endtag = 12;          // The tid of the last mapspot
    int spot_tag = spot_starttag;   // The tid of the current mapsot

    for(int i = 0; i < 7; i++)      // We want to spawn 7 imps, so loop 7 times
    {
        delay(random(35, 35*2));    // A random delay between 1 second and 2 between each spawn
        while(!SpawnSpotFacing("DoomImp", spot_tag, 2000))  // Spawn an imp with tid 2000 using the mapspot angle 
        {
            delay(15);               // The imp failed to spawn. Don't loop forever
            spot_tag++;             // Increment spawn tag
            if(spot_tag > spot_endtag)
                spot_tag = spot_starttag;
                                    // Reset counter if too high
        }
        SpawnSpotForced("TeleportFog", spot_tag, 0, 0);    // Previous spawn succeded. Spawn fog on same spot.
    
        spot_tag++;                 // Increment spawn tag
        if(spot_tag > spot_endtag)
            spot_tag = spot_starttag;
                                    // Reset counter if too high
    }

    while(ThingCountName("DoomImp", 2000))
        delay(1);					// Wait until there is no more imps
        
    while(!SpawnSpotFacing("BaronOfHell", 6, 2000))
        delay(30);					// Now spawn a baron at spot 104
    SpawnSpotForced("TeleportFog", 6, 0, 0);    // Previous spawn succeded. Spawn fog on same spot.
     Spawnspot ("Backpack", 10, 0,0);
     SpawnSpotForced("TeleportFog", 10, 0, 0);
     While(ThingCountName("BaronOfHell", 2000))
        Delay(1);
        SpawnspotFacing("Demon", 9, 2000);
        SpawnSpotForced("TeleportFog", 9, 0, 0);
        While(ThingCountName("Demon", 2000))
        Delay(15);
        {
        SpawnSpotFacing("Shadow", 9, 2000);
        SpawnSpotForced("TeleportFog", 9, 0, 0);
        SpawnSpotFacing("Shadow", 12, 2000);
        SpawnSpotForced("TeleportFog", 12, 0, 0);
        SpawnSpotFacing("Shadow", 11, 2000);
        SpawnSpotForced("TeleportFog", 11, 0, 0);
        Delay(5);
        Spawnspot ("Backpack", 10, 0,0);
        SpawnSpotForced("TeleportFog", 10, 0, 0);
        Delay(20);
        While(thingcountname("Shadow", 2000));
        Delay(35);
        }
        Delay(35);
        {
        SpawnSpotFacing("Fatso", 15, 2000);
        SpawnSpotForced("TeleportFog", 15, 0, 0);
        Delay(35);
        SpawnSpotFacing("Revenant", 16, 2000);
        SpawnSpotForced("TeleportFog", 16, 0, 0);
        Delay(35);
        SpawnSpotFacing("ArchVile", 13, 2000);
        SpawnSpotForced("TeleportFog", 13, 0, 0);
        Delay(35);
        SpawnSpotFacing("Arachnotron", 14, 2000);
        SpawnSpotForced("TeleportFog", 14, 0, 0);
        Spawnspot ("Backpack", 10, 0,0);
        SpawnSpotForced("TeleportFog", 10, 0, 0);
        
        }
        While(thingcountname("Arachnotron", 2000));
        Delay(35);
        While(thingcountname("Revenant", 2000));
        Delay(35);
        While(thingcountname("fatso", 2000));
        Delay(35);
        While(ThingCountName("ArchVile", 2000))
        Delay(35);
                    // This part plays after you have Defeated all the enemies...
             Floor_LowerByValue (8, 4, 56);
             SoundSequence ("platform");
             Delay(20);
                Floor_Waggle (7, 32, 32, 16, 0);
}
idk how to fix it, ive been fiddling with it for an hour


EDIT:
fixed it
Last edited by Rcj8993 on Wed May 21, 2014 7:30 pm, edited 1 time in total.
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