ACS Problem/bug acting weird
Posted: 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)
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)