Time Freezer and ACS Scripts
Posted: Sun Nov 30, 2008 15:47
I just found a problem with the Time Freezer powerup type and ACS scripts. I have the following script running in one of my Stronghold maps:
This is what the actor looks like:
It activates several particle spawners that produce sparks. As soon as the time freezer is activated, the script should normally stop but it keeps running. Therefore, more and more particle actors get spawned and the map keeps getting slower and slower in cause of the sheer amount of actors (1 FPS and less). Normally it should also pause the acs script instead of keeping it producing more and more actors while the freezer is activated
Code: Select all
//Sparkling Lights
script 2 OPEN
{
thing_activate(2);
thing_deactivate(1);
Light_ChangeToValue(7, 112);
delay(random(10,200));
thing_activate(2);
thing_activate(1);
Light_ChangeToValue(7, 255);
delay(random(10,200));
restart;
}
Code: Select all
Actor ParticleSpawnerWhite
{
Height 0
Radius 0
Speed 1
PROJECTILE
+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1
TNT1 A 0 A_Jump(224, 2)
TNT1 A 1 A_SpawnItem("WhiteParticleA1", 0, 0, 0)
Stop
TNT1 A 0 A_Jump(192, 2)
TNT1 A 1 A_SpawnItem("WhiteParticleB1", 0, 0, 0)
Stop
TNT1 A 0 A_Jump(160, 2)
TNT1 A 1 A_SpawnItem("WhiteParticleA2", 0, 0, 0)
Stop
TNT1 A 0 A_Jump(128, 2)
TNT1 A 1 A_SpawnItem("WhiteParticleB2", 0, 0, 0)
Stop
TNT1 A 0 A_Jump(96, 2)
TNT1 A 1 A_SpawnItem("WhiteParticleA3", 0, 0, 0)
Stop
TNT1 A 1 A_SpawnItem("WhiteParticleB3", 0, 0, 0)
Stop
}
}