Running these scripts via actors with the +ACTIVATEMCROSS flag, and also via sector action things with the deaf flag seem to be broken now. (they worked last year with an older version, not sure which one as it was ages ago now)
Tested with 1.0.30, 1.1.03 and r188.
Monster activated scripts
Moderator: Graf Zahl
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I just managed to get a DoomImp to activate a line and a thing script. Also, I made a custom actor, inheriting from the DoomImp and removed the ismonster flag just to see if that was relevant and it still worked. r188
Do you have a sample actor that isn't activating scripts?
[edit]Oh, and an obvious question, do your scripts do things that will be obvious to actors that did not activate the script? ie should the player see the effect of the script. I know that I once had a script that was working perfectly, but the only one that could "see" the effect was the monster who ran the script.[/edit]
Do you have a sample actor that isn't activating scripts?
[edit]Oh, and an obvious question, do your scripts do things that will be obvious to actors that did not activate the script? ie should the player see the effect of the script. I know that I once had a script that was working perfectly, but the only one that could "see" the effect was the monster who ran the script.[/edit]
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Well, the script I used was:
When the imp walked over the script line, I saw the script 1 message. When it walked into a different sector, I saw the second message.
Just load up the file then wake the imp by shooting. Let him come to you and you should see both messages.
Code: Select all
#Include "ZCommon.ACS"
script 1 (void)
{
printbold(s:"Line activated.");
}
script 2 (void)
{
printbold(s:"Thing activated.");
}
Just load up the file then wake the imp by shooting. Let him come to you and you should see both messages.
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