a advice with lot of scripts

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doomero
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a advice with lot of scripts

#1

Post by doomero » Sun Jun 23, 2013 8:59 pm

This problem only appear on multiplayer:

scripts 70-84 i will never use, this script is not working on mp, i dont know the cause. But recently happen something more weird: i am working on my mod MKII for skulltag/zandronum and since yesterday the script 114 works fine on mp. When i added more scripts (642-658), for some reazon the script 114 only works 1 time on mp (but 113 and 115 works very good). Later i fixed the problem changing the number of script 114 is now 314. And since now, i need to be carefull with how many scripts i will include, becuase could affect the olders. Aprox i am using 400 scripts, and maybe more than someone will happen the same.

This is how looks the script, is very simple:

SCRIPT 114 (VOID) NET
{
NOSPECIAL2=FALSE;
NOSPECIAL22=FALSE;
}

This problem is selective, could affect any script.
Last edited by doomero on Mon Jun 24, 2013 2:45 pm, edited 1 time in total.

Qent
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RE: a advice with to much acs

#2

Post by Qent » Mon Jun 24, 2013 2:03 am

If I understand you, your scripts work or don't work based on what their script numbers happen to be? That sounds like something that definitely should not happen, unless they were conflicting with other scripts having the same script number.

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Lord_of_D:
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RE: a advice with to much acs

#3

Post by Lord_of_D: » Mon Jun 24, 2013 3:04 am

something tell me what you are like tormentor, but with scripts instead of sectors(aka 1000 sectors are not enough). btw, whats mp, MultiPlayer?
Last edited by Lord_of_D: on Mon Jun 24, 2013 3:04 am, edited 1 time in total.
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doomero
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RE: a advice with to much acs

#4

Post by doomero » Mon Jun 24, 2013 2:45 pm

I am only using 1 file of acs for the map, is a strange problem, my theory is, if i add scripts since script 640, could affect one of the scripts 1-255 and yes mp= multiplayer. BTW that not mean i have 640 scripts, normaly i use for example: script 1 for player 1, script 2 for player, or script 331 for p1 and 341 for p2 or script 148 for p1 and 248 for p2, the reazon is for not confuse the scripts when i apply this on decorate actors, but around 400 scripts i have.

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Torr Samaho
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RE: a advice with lot of scripts

#5

Post by Torr Samaho » Tue Jun 25, 2013 7:03 pm

That sounds very weird. Can you try to condense this to a minimal example wad? If the number of scripts is a problem, it should be sufficient to include enough dummy scripts that do nothing.

doomero
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RE: a advice with lot of scripts

#6

Post by doomero » Wed Jun 26, 2013 1:15 am

i will try Torr, but ia a done the scripts (not all) 60-80 are not working on mp, the other issue is dificult to reproduce, becuase is selective and not necesary will affect again the script 114.
Last edited by doomero on Wed Jun 26, 2013 1:18 am, edited 1 time in total.

Mr.Man
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RE: a advice with lot of scripts

#7

Post by Mr.Man » Wed Jun 26, 2013 9:03 am

So, it only executes once?
I think you should do one of these options:
1. instead of action 80, action 226
2. check repeatable action
3. multiple lines executing the script.

I'm not a pro scripter, i've been scripting for a while now and this might help :p

doomero
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RE: a advice with lot of scripts

#8

Post by doomero » Wed Jun 26, 2013 5:08 pm

Mr.Man wrote: So, it only executes once?
I think you should do one of these options:
1. instead of action 80, action 226
2. check repeatable action
3. multiple lines executing the script.

I'm not a pro scripter, i've been scripting for a while now and this might help :p
the decorate actor use acs_executealways and always execute the script when the actor enter to the iddle/see state and still the issue and later i changed the script number for fix that.

Watermelon
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RE: a advice with lot of scripts

#9

Post by Watermelon » Mon Jul 08, 2013 9:40 pm

Put some A_Print or w/e it is before the script activation so we can get a print out for your console if it is infact going there multiple times

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Ænima
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RE: a advice with lot of scripts

#10

Post by Ænima » Mon Jul 08, 2013 9:42 pm

Watermelon wrote: Put some A_Print or w/e it is before the script activation so we can get a print out for your console if it is infact going there multiple times
This is usually how I debug my scripts, too.
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