Discuss all aspects related to modding Zandronum here.
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Vincent(PDP)
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#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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#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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#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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#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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#25
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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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#26
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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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#27
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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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#28
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by Mr.Man » Sun Nov 17, 2013 9:37 am
Mr.Man saved the day with his timer and counter!

Last edited by
Mr.Man on Sun Nov 17, 2013 9:37 am, edited 1 time in total.
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#29
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by Vincent(PDP) » Sun Nov 17, 2013 9:38 am
Mr.Man wrote:
Mr.Man saved the day with his timer and counter!
LOL, What did you do? :3
He Fixed it with my enter script :P
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#30
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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!
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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Vincent(PDP)
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#31
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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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#32
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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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#33
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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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#34
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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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