General help...

Discuss all aspects related to modding Zandronum here.
Post Reply
User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

General help...

#1

Post by ibm5155 » Wed Jan 30, 2013 8:46 pm

Hi so I don´t know the why this script works fine offline, but If I test the mod online the script just don´t work even online and online, here´s the script
[spoiler]

Code: Select all

script 18 (void)
{
    Thing_Activate(44);
    ThingSound(40,"IBMEFF2",127);
    ThingSound(40,"IBMEFF1",127);
    SetThingSpecial(40,0,50,50,50,128);
    delay(5);
    SetThingSpecial(40,0,256,256,256,128,0);
    delay(5);
    SetThingSpecial(40,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(40,0,80,80,80,256,0);
    delay(35);
    ThingSound(41,"IBMEFF1",127);
    SetThingSpecial(41,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(41,0,256,256,256,128,0);
    delay(5);
    SetThingSpecial(41,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(41,0,80,80,80,256,0);
    delay(35);
    ThingSound(42,"IBMEFF1",127);
    SetThingSpecial(42,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(42,0,256,256,256,128,0);
    delay(5);
    SetThingSpecial(42,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(42,0,80,80,80,256,0);
    delay(35);
    ThingSound(43,"IBMEFF1",127);
    SetThingSpecial(43,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(43,0,256,256,256,128,0);
    delay(5);
    SetThingSpecial(43,0,50,50,50,128,0);
    delay(5);
    SetThingSpecial(43,0,80,80,80,256,0);
    delay(35);
}
[/spoiler]
It should play an ambient sound of a energy generator, flick some lights and nothingmore .-.

Ah, if required, here´s the link of the mod:http://www.sickedwick.net/uploader/files/zm18_beta5.pk3

I´m newbie on zandronum online mods so I don´t know if it require a different kind of script (like clientside,...)



EDIT !$!@$@!%@#%@#%¨

ok so, i miss to put the high skill :s
Last edited by ibm5155 on Mon Feb 11, 2013 11:46 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
agaures
Forum Regular
Posts: 591
Joined: Mon Dec 10, 2012 6:34 am
Location: New Zealand

RE: Help with zm18/9 map D:

#2

Post by agaures » Thu Jan 31, 2013 3:41 am

One thing i notice is that they're all checked with skills 1 to 3, not 4 and 5. Try playing it online using an easier skill level, if it works then check skills 4 and 5.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: Help with zm18/9 map D:

#3

Post by ibm5155 » Thu Jan 31, 2013 1:19 pm

Yes it´s skills problem :D Wow thanks
But for now I need to discover why this is happening :s
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: General help...

#4

Post by ibm5155 » Mon Feb 11, 2013 11:49 pm

Other Question, how can I check on a DEATH script how can I check if a specific monster killed the player?
like

Code: Select all

scritp 20 DEATH
{
 if(dead_by_sjas=TRUE)
 {
    do something;
  }
 else if(dead_by_crazy_imp==TRUE)
 {
   do other thing;
 }

}
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: General help...

#5

Post by Llewellyn » Tue Feb 12, 2013 5:59 am

ibm5155 wrote: Other Question, how can I check on a DEATH script how can I check if a specific monster killed the player?
You can use:
http://zdoom.org/wiki/SetActivatorToTarget
and then
http://zdoom.org/wiki/CheckActorClass

But there's probably a better solution.

An example would be like:

Code: Select all

Script 200 DEATH
{
	tid = ActivatorTid(); //Save player TID if we need it for something
	SetActivatorToTarget(0);
	if ( CheckActorClass(0, "SJAS") )
		PrintBold(s:"Player ", d:tid, s:" was humiliated by SJAS!");
	else
		PrintBold(s:"Player ", d:tid, s:" committed suicide!");
}
Last edited by Llewellyn on Tue Feb 12, 2013 6:04 am, edited 1 time in total.

User avatar
ibm5155
Addicted to Zandronum
Posts: 1641
Joined: Tue Jun 05, 2012 9:32 pm
Location: Somewhere, over the rainbow

RE: General help...

#6

Post by ibm5155 » Tue Feb 12, 2013 2:43 pm

Well I did it but I only get FALSE on the check actor class =/

Code: Select all

script 21 DEATH//CREDITS TO: Llewellyn for helping with this script
{
   int tid=ActivatorTid();//Save player TID if we need it for something
   SetActivatorToTarget(0);
   printbold(d:tid,s:" ",d:checkactorclass(59,"ravishing"),s:" ",d:checkactorclass(0,"ravishing"));
    if(checkactorclass(59,"ravishing"))
    {
        fadeto(255,255,255,1.0,0.5);
        delay(35);
        changecamera(59,0,0);
        fadeto(255,255,255,0.0,0.5);
        printbold(s:"\cg         The Ghoul got you.\cg\n-Press f12 to spectate a teammate-");
        delay(35*3);
        printbold(s:"\cg         The Ghoul got you.\cg\n-Press f12 to spectate a teammate-");
    }
}
the ravishing tid is 59...
and i got 0 even with checkactorclass(0,"ravishing")... =/
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

Post Reply