[solved] Icon of Sin is isnide my code D: help

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ibm5155
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[solved] Icon of Sin is isnide my code D: help

#1

Post by ibm5155 » Wed Nov 25, 2015 5:48 pm

Hello Guy and Girls, could someone please explain me why acs_execute refuses to be called? is he shy? because that print bold is working but not the acs one '-'

Code: Select all

actor Paper : SwitchingDecoration 15132
{
  Height 40
  Radius 20
  Activation THINGSPEC_Switch
  +USESPECIAL
  +SOLID
  -NOGRAVITY
  
  States
  {
  Spawn:
    DEBR A 1
    Wait
  Active :
	TNT1 A 1 A_PrintBold ("PLEASE WORK 1")
	TNT1 A 0 ACS_Execute(16,0)
	TNT1 A 1
    goto Spawn
  Inactive:
    TNT1 A 1
	TNT1 A 0 ACS_Execute(16,0)
	TNT1 A 1
	goto Spawn
  }
}
acs script

Code: Select all

#include "zcommon.acs"

script 16(void){
    print(s:" FUCK YEAH, IT WORKS!!!!");
}
I had made some decorate code that used to call some acs scripts, but for some reason, it's not working in this case :|, any tips?
Last edited by ibm5155 on Wed Nov 25, 2015 6:12 pm, edited 1 time in total.
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Ænima
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RE: Icon of Sin is isnide my code D: help

#2

Post by Ænima » Wed Nov 25, 2015 6:07 pm

Probably because the activator is your decoration actor and not the player.
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ibm5155
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RE: Icon of Sin is isnide my code D: help

#3

Post by ibm5155 » Wed Nov 25, 2015 6:11 pm

Ænima wrote: Probably because the activator is your decoration actor and not the player.
uh, that was the problem, thanks for the help Ænima :D
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RE: [solved] Icon of Sin is isnide my code D: help

#4

Post by Klofkac » Wed Nov 25, 2015 9:06 pm

Never use ACS_Execute if you intend to make the script multiplayer friendly. Two players happen to run the same script at same tic, only one executes it.
Use ACS_ExecuteAlways instead.
Last edited by Klofkac on Wed Nov 25, 2015 9:07 pm, edited 1 time in total.
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RE: [solved] Icon of Sin is isnide my code D: help

#5

Post by ibm5155 » Thu Nov 26, 2015 1:57 am

Klofkac wrote: Never use ACS_Execute if you intend to make the script multiplayer friendly. Two players happen to run the same script at same tic, only one executes it.
Use ACS_ExecuteAlways instead.
Hmm I'll change that.
The way the mod is being developed will not allow multiplayer :(, unless I end up with some weird idea like teleporting the player that didn't touched the door (It's a randomized maze mod)
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RE: [solved] Icon of Sin is isnide my code D: help

#6

Post by Ænima » Thu Nov 26, 2015 2:05 am

In that case you might be able to keep your current code and just replace Print() with PrintBold() in Script 16 since the only player who will be around to see it is the one who triggered the SwitchingDecoration.
Last edited by Ænima on Thu Nov 26, 2015 2:06 am, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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