Runaway Script 6 terminated
Posted: Wed May 21, 2014 6:47 pm
this script terminates exactly after the "Shadow" are spawned
idk how to fix it, ive been fiddling with it for an hour
EDIT:
fixed it
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);
}EDIT:
fixed it