trying to modify f__intdb.acs file on shotgun frenzy 1.4 unofficial patch 6 test 1
Posted: Mon Oct 20, 2014 10:32 am
Hi, i was attempting to use add a script into the f_intdb.acs file
reason.
basically once there are 5 or more players playing
it changes the no of kills required to earn upgrade points
currently regardless of the no of players
this is the current no of kills required to get upgrade points
int p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
above cmd is in the sf14 unofficial 6 test1 pk3 file in the f_intdc.acs file
i tried using the scripts at http://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS
as a template
basically i would like to change
p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
to
p_RankExp[NUM_RANKS] = { 0, 30, 100, 150, 230, 300, 500, 1000, 2000, 3000, 0 };
if there is more than 5 players
can anyone give me any pointers / solution
fyi i have tried googling and reading the wiki but it didn't help me so i am hoping someone on the forum can help.
by the way i am not the orginal creator of this acs
wadaholic created it first
then t3hdoom updated it with new options
thanks
gregm9999
ps below is the code of the acs file since i am not allowed to attach acs files
///////////////////////////////////////////////////
// SHOTGUN FRENZY
// a mod by Wad'a'Holic
// f_IntDB.acs
// manages the sectors
// USEABLE NAMING CONVENTIONS
// f - Frenzy - Script related, or General Purpose
// g - Game - Important stuff involving the game functions
// p - Player - Player interaction
// c - Commander - Commander interaction
// m - Monster - Monster interaction
// l - Local - Locally used values
// s - Settings - Global game settings, mainly used for screen resolutions
// g_Status reminders:
// 0 = Games not active
// 1 = Game active, sector 1 under attack
// 2 = Sector 2 under attack
// 3 = Sector 3 under attack
// 4 = Standard Active
#library "f_IntDB"
#include "zcommon.acs"
// game
int g_Status;
int g_FinalSkillScore;
int g_SpecialPortal;
int g_AIDirector_TrackRockets;
int g_AIDirector_TrackPlasma;
int g_AIDirector_TrackFlamer;
int f_AIDir_SpawnCount;
int f_Gametype;
int g_TenMinMark;
int g_GuardianMode;
int aiSubtract;
// test variable
int playercountReplicate = 0;
// game settings
int f_UseScoreSystem; // automatic research, used in CF and SD maps
int f_Startcash; // player starting cash, 2500 is the default
int c_Startcash; // starting cash for the commander (SF maps only)
int f_Doortype; // 0 is a normal door, 1 is a floor based door
int f_Doorspeed; // speed of the door opening, 50 is the default
int f_GameLength; // Gametime in minutes, +2 min after guardian warning, 28 default (30 min gametime)
int f_AISkillMultiplier; // increase in levels, higher means harder (aka: the RapeFactor variable)
int f_SurvivalLastLevel;
int f_PercentFast = 0; // what percentage of enemies are randomly made fast
int f_Cacodemons;
int f_AdaptiveSpawning;
int f_AllowNuke;
int f_AllowIon;
// player
int p_Credits[31];
int p_Exp[31];
int p_Exp_Points[31];
int p_Rank[31];
int p_MenuSelection[31];
int p_MenuSelection_Active[31];
int p_MenuSelection_Category[31];
int p_MenuSelection_Limit[31];
int p_Streak[31];
int p_TipQue[10];
int p_TotalPlayerDeaths;
int p_Combo[31];
int p_SplatCombo[31];
int p_UpgradeStack[31]; // soon to be redundant
int p_TankSlot[31]; // player tank status
int p_KickSlot[31];
int p_LastWeap[31];//for the autowep switching feature
int p_MechUpgradeWeapons[31];
int p_MechUpgradeArmor[31];
// commander
int c_Commander = 99;
int c_Credits;
int c_Techflag[99];
int c_ButtonSel; // selected button
int c_ButtonCat; // current category
int c_ButtonClick;
int c_ConstructSpeed = 50;
int c_NukeLaunched;
int c_BridgeStatus_1;
int c_BridgeStatus_2;
int c_BridgeStatus_3;
int c_BridgeStatus_4;
int c_BridgeStatus_5;
int c_BridgeStatus_6;
int c_KickVotes;
int c_KickVotesNeeded;
int c_HaltSpawning;
int c_ManualClick;
int c_Onscreen_Time = 15.0;
int c_Onscreen_Type = 1;
// monster
int m_InSector[4];
int m_SpawnRate = 1;
int m_Wave = 1;
int m_WaveSub;
int m_SurvivalWave = 1;
// settings
int s_ScreenSize[3] = {800, 600, 1};
// exp needed to get rank
#libdefine NUM_RANKS 11
int p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
// amount of credits given for killing monster by class
int p_MonsterCredits[7] = { 2, 10, 22, 27, 65, 90, 200 }; // { 2, 10, 20, 25, 60, 90, 200 };
// chance of dropping item on monster death
int p_MonsterItem[7] = { 2, 6, 8, 10, 13, 20, 25 };//{ 5, 10, 15, 25, 50, 75, 99 };
// monster item rewards for different classes
#libdefine NUM_MONSTER_REWARDS 4
str m_rewardItems0[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Soulsphere",
"Medikit"
};
int m_rewardChances0[NUM_MONSTER_REWARDS] =
{ 25, 15, 10, 10 };
str m_rewardItems1[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Megasphere"
};
//"Rnd_Inventory_TurretBullet"
int m_rewardChances1[NUM_MONSTER_REWARDS] =
{ 25, 10, 10, 5 };
str m_rewardItems2[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Soulsphere"
};
//"Rnd_Inventory_TurretBullet",
int m_rewardChances2[NUM_MONSTER_REWARDS] =
{ 40, 20, 20, 5 };
str m_rewardItems3[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_TurretBullet",
"Rnd_Inventory_Soulsphere",
"Rnd_Inventory_Berserk2"
};
int m_rewardChances3[NUM_MONSTER_REWARDS] =
{ 50, 30, 20, 10 };
str m_rewardItems4[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_TeslaCoil",
"Rnd_Inventory_TurretBullet",
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Godsphere"
};
int m_rewardChances4[NUM_MONSTER_REWARDS] =
{ 30, 20, 20, 10 };
str m_rewardItems5[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Godsphere",
"Rnd_Inventory_AmmoGiver"
};
int m_rewardChances5[NUM_MONSTER_REWARDS] =
{ 30, 25, 20, 20 };
str m_rewardItems6[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Godsphere",
"Rnd_Inventory_AmmoGiver"
};
int m_rewardChances6[NUM_MONSTER_REWARDS] =
{ 50, 40, 20, 20 };
function void readconsole(void)
{
int sf_startcash = GetCVar("sf_startcash");
int sf_teamcash = GetCVar("sf_teamcash");
int sf_gamelength = GetCVar("sf_gamelength");
int sf_skillmult = GetCVar("sf_skillmult");
int sf_adaptivespawn = GetCVar("sf_adaptivespawn");
int sf_cacodemons = GetCVar("sf_cacodemons");
int sf_percentfast = GetCVar("sf_percentfast");
if (sf_startcash)
{
f_Startcash = sf_startcash;
}
if (sf_teamcash)
{
c_Startcash = sf_teamcash;
}
if (sf_gamelength)
{
f_Gamelength = sf_gamelength;
}
if (sf_skillmult)
{
f_AISkillMultiplier = sf_skillmult;
}
if (sf_adaptivespawn)
{
f_AdaptiveSpawning = sf_adaptivespawn;
}
if (sf_cacodemons)
{
f_Cacodemons = sf_cacodemons;
}
if (sf_percentfast)
{
f_PercentFast = sf_percentfast;
}
}
reason.
basically once there are 5 or more players playing
it changes the no of kills required to earn upgrade points
currently regardless of the no of players
this is the current no of kills required to get upgrade points
int p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
above cmd is in the sf14 unofficial 6 test1 pk3 file in the f_intdc.acs file
i tried using the scripts at http://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS
as a template
basically i would like to change
p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
to
p_RankExp[NUM_RANKS] = { 0, 30, 100, 150, 230, 300, 500, 1000, 2000, 3000, 0 };
if there is more than 5 players
can anyone give me any pointers / solution
fyi i have tried googling and reading the wiki but it didn't help me so i am hoping someone on the forum can help.
by the way i am not the orginal creator of this acs
wadaholic created it first
then t3hdoom updated it with new options
thanks
gregm9999
ps below is the code of the acs file since i am not allowed to attach acs files
///////////////////////////////////////////////////
// SHOTGUN FRENZY
// a mod by Wad'a'Holic
// f_IntDB.acs
// manages the sectors
// USEABLE NAMING CONVENTIONS
// f - Frenzy - Script related, or General Purpose
// g - Game - Important stuff involving the game functions
// p - Player - Player interaction
// c - Commander - Commander interaction
// m - Monster - Monster interaction
// l - Local - Locally used values
// s - Settings - Global game settings, mainly used for screen resolutions
// g_Status reminders:
// 0 = Games not active
// 1 = Game active, sector 1 under attack
// 2 = Sector 2 under attack
// 3 = Sector 3 under attack
// 4 = Standard Active
#library "f_IntDB"
#include "zcommon.acs"
// game
int g_Status;
int g_FinalSkillScore;
int g_SpecialPortal;
int g_AIDirector_TrackRockets;
int g_AIDirector_TrackPlasma;
int g_AIDirector_TrackFlamer;
int f_AIDir_SpawnCount;
int f_Gametype;
int g_TenMinMark;
int g_GuardianMode;
int aiSubtract;
// test variable
int playercountReplicate = 0;
// game settings
int f_UseScoreSystem; // automatic research, used in CF and SD maps
int f_Startcash; // player starting cash, 2500 is the default
int c_Startcash; // starting cash for the commander (SF maps only)
int f_Doortype; // 0 is a normal door, 1 is a floor based door
int f_Doorspeed; // speed of the door opening, 50 is the default
int f_GameLength; // Gametime in minutes, +2 min after guardian warning, 28 default (30 min gametime)
int f_AISkillMultiplier; // increase in levels, higher means harder (aka: the RapeFactor variable)
int f_SurvivalLastLevel;
int f_PercentFast = 0; // what percentage of enemies are randomly made fast
int f_Cacodemons;
int f_AdaptiveSpawning;
int f_AllowNuke;
int f_AllowIon;
// player
int p_Credits[31];
int p_Exp[31];
int p_Exp_Points[31];
int p_Rank[31];
int p_MenuSelection[31];
int p_MenuSelection_Active[31];
int p_MenuSelection_Category[31];
int p_MenuSelection_Limit[31];
int p_Streak[31];
int p_TipQue[10];
int p_TotalPlayerDeaths;
int p_Combo[31];
int p_SplatCombo[31];
int p_UpgradeStack[31]; // soon to be redundant
int p_TankSlot[31]; // player tank status
int p_KickSlot[31];
int p_LastWeap[31];//for the autowep switching feature
int p_MechUpgradeWeapons[31];
int p_MechUpgradeArmor[31];
// commander
int c_Commander = 99;
int c_Credits;
int c_Techflag[99];
int c_ButtonSel; // selected button
int c_ButtonCat; // current category
int c_ButtonClick;
int c_ConstructSpeed = 50;
int c_NukeLaunched;
int c_BridgeStatus_1;
int c_BridgeStatus_2;
int c_BridgeStatus_3;
int c_BridgeStatus_4;
int c_BridgeStatus_5;
int c_BridgeStatus_6;
int c_KickVotes;
int c_KickVotesNeeded;
int c_HaltSpawning;
int c_ManualClick;
int c_Onscreen_Time = 15.0;
int c_Onscreen_Type = 1;
// monster
int m_InSector[4];
int m_SpawnRate = 1;
int m_Wave = 1;
int m_WaveSub;
int m_SurvivalWave = 1;
// settings
int s_ScreenSize[3] = {800, 600, 1};
// exp needed to get rank
#libdefine NUM_RANKS 11
int p_RankExp[NUM_RANKS] = { 0, 50, 125, 190, 230, 300, 500, 1000, 2000, 3000, 0 };
// amount of credits given for killing monster by class
int p_MonsterCredits[7] = { 2, 10, 22, 27, 65, 90, 200 }; // { 2, 10, 20, 25, 60, 90, 200 };
// chance of dropping item on monster death
int p_MonsterItem[7] = { 2, 6, 8, 10, 13, 20, 25 };//{ 5, 10, 15, 25, 50, 75, 99 };
// monster item rewards for different classes
#libdefine NUM_MONSTER_REWARDS 4
str m_rewardItems0[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Soulsphere",
"Medikit"
};
int m_rewardChances0[NUM_MONSTER_REWARDS] =
{ 25, 15, 10, 10 };
str m_rewardItems1[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Megasphere"
};
//"Rnd_Inventory_TurretBullet"
int m_rewardChances1[NUM_MONSTER_REWARDS] =
{ 25, 10, 10, 5 };
str m_rewardItems2[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Soulsphere"
};
//"Rnd_Inventory_TurretBullet",
int m_rewardChances2[NUM_MONSTER_REWARDS] =
{ 40, 20, 20, 5 };
str m_rewardItems3[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_TurretBullet",
"Rnd_Inventory_Soulsphere",
"Rnd_Inventory_Berserk2"
};
int m_rewardChances3[NUM_MONSTER_REWARDS] =
{ 50, 30, 20, 10 };
str m_rewardItems4[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_TeslaCoil",
"Rnd_Inventory_TurretBullet",
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Godsphere"
};
int m_rewardChances4[NUM_MONSTER_REWARDS] =
{ 30, 20, 20, 10 };
str m_rewardItems5[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Godsphere",
"Rnd_Inventory_AmmoGiver"
};
int m_rewardChances5[NUM_MONSTER_REWARDS] =
{ 30, 25, 20, 20 };
str m_rewardItems6[NUM_MONSTER_REWARDS] =
{
"Rnd_Inventory_Berserk2",
"Rnd_Inventory_Megasphere",
"Rnd_Inventory_Godsphere",
"Rnd_Inventory_AmmoGiver"
};
int m_rewardChances6[NUM_MONSTER_REWARDS] =
{ 50, 40, 20, 20 };
function void readconsole(void)
{
int sf_startcash = GetCVar("sf_startcash");
int sf_teamcash = GetCVar("sf_teamcash");
int sf_gamelength = GetCVar("sf_gamelength");
int sf_skillmult = GetCVar("sf_skillmult");
int sf_adaptivespawn = GetCVar("sf_adaptivespawn");
int sf_cacodemons = GetCVar("sf_cacodemons");
int sf_percentfast = GetCVar("sf_percentfast");
if (sf_startcash)
{
f_Startcash = sf_startcash;
}
if (sf_teamcash)
{
c_Startcash = sf_teamcash;
}
if (sf_gamelength)
{
f_Gamelength = sf_gamelength;
}
if (sf_skillmult)
{
f_AISkillMultiplier = sf_skillmult;
}
if (sf_adaptivespawn)
{
f_AdaptiveSpawning = sf_adaptivespawn;
}
if (sf_cacodemons)
{
f_Cacodemons = sf_cacodemons;
}
if (sf_percentfast)
{
f_PercentFast = sf_percentfast;
}
}