[SOLVED]Thing_Move issue

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Vincent(PDP)
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RE: Thing_Move issue

#21

Post by Vincent(PDP) » Sun Nov 17, 2013 9:10 am

But you can make like this:

Code: Select all

Script 1 (void)
{
 If(GameStarted == True) //Still i use this :P
 {
 For(Int i=0; i<64; i++)
 {
   If(PlayerInGame(i))
   {
   TeleportOther(7000+i, 1000+i, 1);
   }
 }
 }
}

IdeIdoom wrote: Watch the both codes, mate. First script has ENTER and it executes the teleporting script.
It executes the teleporting when the game starts. :P (Or What variable you want to use)
Last edited by Vincent(PDP) on Sun Nov 17, 2013 9:13 am, edited 1 time in total.
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RE: Thing_Move issue

#22

Post by agaures » Sun Nov 17, 2013 9:16 am

Vincent(PDP) wrote: But you can make like this:

Code: Select all

Script 1 (void)
{
 If(GameStarted == True) //Still i use this :P
 {
 For(Int i=0; i<64; i++)
 {
   If(PlayerInGame(i))
   {
   TeleportOther(7000+i, 1000+i, 1);
   }
 }
 }
}
I can already tell this isn't going to work because it's an infinite loop with no delays.
Last edited by agaures on Sun Nov 17, 2013 9:17 am, edited 1 time in total.
<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

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RE: Thing_Move issue

#23

Post by Vincent(PDP) » Sun Nov 17, 2013 9:18 am

agaures wrote:
Vincent(PDP) wrote: But you can make like this:

Code: Select all

Script 1 (void)
{
 If(GameStarted == True) //Still i use this :P
 {
 For(Int i=0; i<64; i++)
 {
   If(PlayerInGame(i))
   {
   TeleportOther(7000+i, 1000+i, 1);
   }
 }
 }
}
I can already tell this isn't going to work because it's an infinite loop with no delays.
It works for me. You can atleast try it :/

I've made other mods that uses no delays without problems. Or you can just use my enter script. Because i know it works, i use it in my Escape From The Laboratory map.
Last edited by Vincent(PDP) on Sun Nov 17, 2013 9:23 am, edited 1 time in total.
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RE: Thing_Move issue

#24

Post by agaures » Sun Nov 17, 2013 9:22 am

I did try it and it didn't work. When i tested my code, it only teleported one player. I think this is because in the enter script when it executes script 995, it doesn't treat it per player, instead there is one activator.
<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

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RE: Thing_Move issue

#25

Post by Vincent(PDP) » Sun Nov 17, 2013 9:24 am

Use my enter script then. It works in my Escape From The Laboratory. Replace GameStarted with your variable.
Last edited by Vincent(PDP) on Sun Nov 17, 2013 9:25 am, edited 1 time in total.
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RE: Thing_Move issue

#26

Post by agaures » Sun Nov 17, 2013 9:26 am

Vincent(PDP) wrote: Use my enter script then. It works in my Escape From The Laboratory. Replace GmeStarted with your variable.
Your one used (void). Also, VICTORY! i got it working by following my hunch and turning script 995 into an enter script.
Last edited by agaures on Sun Nov 17, 2013 9:26 am, edited 1 time in total.
<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

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RE: [SOLVED]Thing_Move issue

#27

Post by Vincent(PDP) » Sun Nov 17, 2013 9:30 am

My enter script was mentioned earlier... You just used the same Thing to solve it :P
I told you the enter Thing would work :3
Vincent(PDP) wrote:
This should work:

Code: Select all

Script 1 ENTER
{
Delay(1);
 If(GameStarted == True) //Or what you want to call it
 {
   Teleport(7000+PlayerNumber(), 0, 1);
   Terminate;
 }
Restart;
}
Here was my enter script
Last edited by Vincent(PDP) on Sun Nov 17, 2013 9:35 am, edited 1 time in total.
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RE: [SOLVED]Thing_Move issue

#28

Post by Mr.Man » Sun Nov 17, 2013 9:37 am

Mr.Man saved the day with his timer and counter!
:bobpage:
Last edited by Mr.Man on Sun Nov 17, 2013 9:37 am, edited 1 time in total.

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RE: [SOLVED]Thing_Move issue

#29

Post by Vincent(PDP) » Sun Nov 17, 2013 9:38 am

Mr.Man wrote: Mr.Man saved the day with his timer and counter!
:bobpage:
LOL, What did you do? :3
He Fixed it with my enter script :P
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RE: [SOLVED]Thing_Move issue

#30

Post by agaures » Sun Nov 17, 2013 9:40 am

Vincent(PDP) wrote:
Mr.Man wrote: Mr.Man saved the day with his timer and counter!
:bobpage:
LOL, What did you do? :3
He Fixed it with my enter script :P
It's not necessarily YOUR script if i was working on a similar idea before you even posted it.
<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

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RE: [SOLVED]Thing_Move issue

#31

Post by Vincent(PDP) » Sun Nov 17, 2013 9:43 am

But i told you to use an enter script, and you did :/
Wtf why is my post duplicated?

Anyway, it works now. As mentioned, repeated ENTER scripts works really good. I use them often.
Last edited by Vincent(PDP) on Sun Nov 17, 2013 9:46 am, edited 1 time in total.
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RE: [SOLVED]Thing_Move issue

#32

Post by agaures » Sun Nov 17, 2013 9:47 am

If you actually read the posts, you can see i was working on the same idea before you even said anything in this thread.
<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

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RE: [SOLVED]Thing_Move issue

#33

Post by Vincent(PDP) » Sun Nov 17, 2013 9:50 am

I know. But you didn't use enter. But the main thing is that it's working now. Hope you get finished soon :)
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RE: [SOLVED]Thing_Move issue

#34

Post by Vincent(PDP) » Fri Jan 10, 2014 5:36 pm

I know this was a long time ago, but i know why your first script (999 and 995) didn't work.
In the ENTER script you used ACS_Execute. The ACS_Execute function can only execute the mentioned script once at a time. To execute the same script for all players you MUST use ACS_ExecuteAlways.

Just keep this above in your mind for the future :)
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