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ACS Problem/bug acting weird

Posted: Wed Aug 15, 2012 2:16 pm
by Neewbie
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)

RE: ACS Problem/bug acting weird

Posted: Wed Aug 15, 2012 4:36 pm
by Dark-Assassin
Try using cl_disallowfullpitch via the console.

RE: ACS Problem/bug acting weird

Posted: Wed Aug 15, 2012 6:07 pm
by Neewbie
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