ACS Problem/bug acting weird

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Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

ACS Problem/bug acting weird

#1

Post by Neewbie » Wed Aug 15, 2012 2:16 pm

I need help figuring out what's the problem: is it my ACS script or is it a bug in skulltag/gzdoom ?

I wanted to play some rocket jump wad on gzdoom, but you all know that there is no limit for the aiming on gzdoom..
So i managed to make a little acs that adds the limit and then put it in a pk3: Everything works but the problem is that in gzdoom when i try to go upper than the limit i made, it become shaky just like i have the time to go upper before the acs can "detect" it.
The weird thing is when i load the pk3 with skulltag, everything is fine: it's like a limit. It's like gzdoom makes acs lags or something.

So here's the ACS in the pk3:
[spoiler]#include "zcommon.acs"

Script 1 ENTER {

Thing_ChangeTID(0, 1000);
}

Script 676 OPEN {

if(GetActorPitch(1000) < -0.08888977) {

SetActorPitch(1000, -0.08888977);
}
else if(GetActorPitch(1000) > 0.1555548) {

SetActorPitch(1000, 0.1555548);
}

Delay(1);
Restart;
}

Script 677 (void) { //Only for testing purpose

Print(f:GetActorPitch(0));
SetActorPitch(0, 0);
}[/spoiler]
EDIT: Sorry pasting the code messed it up a bit

And here's the pk3 if you want to try it (i recommand trying on skulltag AND THEN on gzdoom)
Last edited by Neewbie on Wed Aug 15, 2012 2:19 pm, edited 1 time in total.

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Dark-Assassin
Maintenence Crew
Posts: 968
Joined: Fri May 25, 2012 4:25 am

RE: ACS Problem/bug acting weird

#2

Post by Dark-Assassin » Wed Aug 15, 2012 4:36 pm

Try using cl_disallowfullpitch via the console.
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Neewbie
Forum Regular
Posts: 140
Joined: Sat Jun 23, 2012 11:10 am

RE: ACS Problem/bug acting weird

#3

Post by Neewbie » Wed Aug 15, 2012 6:07 pm

Doesn't work.
And i've never seen any compatibility flags for the old limit in gzdoom or anything like that.
Still doesn't explain why does it works on skulltag and not on gzdoom

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