Executing ACS Script at the beginning of a level?

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Expand view Topic review: Executing ACS Script at the beginning of a level?

Re: Executing ACS Script at the beginning of a level?

by Gez » Sat Dec 25, 2010 23:26

Slumped is the predecessor to Slade. Everything Slumped does, you can do it with Slade too. But in addition, Slade is more stable (it shouldn't crash when clicking on a malformed lump) and possess more features. You should give it a try.

Re: Executing ACS Script at the beginning of a level?

by PeskySaurus » Sat Dec 25, 2010 18:45

Slade? I use Slumped, is that bad? lol

Re: Executing ACS Script at the beginning of a level?

by Gez » Fri Dec 17, 2010 20:06

Yeah. I'm just doing little bits here and there, though. The program's core architecture and logic is done by sirjuddington; I add little features that I want to have.

The interface is quite different from XWE and it does not have all the features XWE has (inversely, XWE does not have all the features Slade has), but it is the only lump management tool that is both available right now and currently developed.

Slade has a wiki for its documentation, though it's a bit bare-bones at the moment, with just one tutorial.

Re: Executing ACS Script at the beginning of a level?

by Syfo-Dyas » Fri Dec 17, 2010 20:00

So Slade is the future then? No more XWE?

Are you one of the coders behind slade?

Re: Executing ACS Script at the beginning of a level?

by Gez » Fri Dec 17, 2010 19:54

And I just uploaded build 802.

Re: Executing ACS Script at the beginning of a level?

by Gez » Fri Dec 17, 2010 19:49

Re: Executing ACS Script at the beginning of a level?

by Syfo-Dyas » Fri Dec 17, 2010 19:38

Where do I find build 801?

The SVN link?

Re: Executing ACS Script at the beginning of a level?

by Gez » Thu Dec 16, 2010 23:34

Slade 3 is not in beta anymore; though I'd advise getting the development build 801 rather than the official 3.0.0 version, it's a bit newer and some little bugs have been fixed.

Slumped is the predecessor to Slade 3, and there are no strong reason to use it rather than Slade. It is a bit faster to start since it has a ton less features to initialize, but that's about all. It's a lot less stable though, with nearly no sanity checks when looking at content, so if stuff isn't as expected, it just instantly crashes without warning. Wee, fun! Try looking at the TEXTURE1 lump in strife1.wad for an example. Slade 3 is a lot more robust.

Re: Executing ACS Script at the beginning of a level?

by Rex Claussen » Thu Dec 16, 2010 22:22

Syfo-Dyas wrote:Now I keep hearing everyone talk about Slade, and I must admit I'm not familiar with it as I grew up on Wintex and later XWE. Is it better and reliable?
I believe the newest version of Slade is a beta, but from what I've heard it is quite stable and relatively easy to use.

SlumpEd is another relatively stable and versatile wad lump management utility.

Re: Executing ACS Script at the beginning of a level?

by Syfo-Dyas » Thu Dec 16, 2010 5:21

It does now with the most recent release, but it, like the ZDOOM support, is very basic and broken in a few places:

See for yourself! :)

http://odamex.net/


Now I keep hearing everyone talk about Slade, and I must admit I'm not familiar with it as I grew up on Wintex and later XWE. Is it better and reliable?

Re: Executing ACS Script at the beginning of a level?

by Gez » Wed Dec 15, 2010 20:43

Odamex does not have ACS support at all, as far as I know.

Re: Executing ACS Script at the beginning of a level?

by Syfo-Dyas » Wed Dec 15, 2010 20:34

My behavior was building fine, and I don't know what I did, but now the script is suddenly working in GzDOOM, though Odamex still don't like it, but I think Odamex is new with ACS anyhow so I'll just bring that to the dev team's attention.

Thankx!

Re: Executing ACS Script at the beginning of a level?

by Gez » Wed Dec 15, 2010 9:37

[wiki]SCRIPTS[/wiki]? They're fine and dandy, and level editors will use them, but not ZDoom. What you need is a [wiki]BEHAVIOR[/wiki] lump. You create this lump with [wiki]ACC[/wiki]. Note that Doom Builder and [wiki]SLADE3[/wiki] can compile SCRIPTS lump, too, if they're correctly configured to find ACC.

Re: Executing ACS Script at the beginning of a level?

by Syfo-Dyas » Wed Dec 15, 2010 5:42

Now I have this as the file SCRIPTS within the WAD file, but still nothing happens in either GzDOOM or Odamex.

Should I move the SCRIPTS file into the resource wad that I load along side of the map for my project?

Also, should I create a second script file, what file name should I save and load it as under XWE so that it does not conflict with other SCRIPTS file, and how does GzDOOM know which file to goto?
----------------

#include "zcommon.acs"

script 1 OPEN

{
delay (const:2); // this allows two clicks to pass and wipe tp happen before it prints anything
print (s:"What is this place?");
delay (const:70);
print (s:"And how did I get here?");
delay (const:70);
print (s:"What have I gotten my self into now?");
delay (const:70);
print (s:"I suppose I better have a look around...");
ambientsound ("Sith", 127);
delay (const:105);
print (s:"Well, maybe not...");
delay (const:35);

Light_Fade (const:1, 160, 35);
Door_Open (const:7, 24);
}

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