I apologize in advance if this is has been asked but there is a boat load of information out here and using search hasn't come up with what I'm looking for. Perhaps I'm not asking it correctly?
I have two questions - for a lot of you I'm sure this is easy but I'm relatively a beginner at coding
Basically I'm looking for script 1 to execute, once it finishes executing, I want script 2 to start. This is basically a "room clearing" event with multiple triggers/actions that happen.
Script 1 (void) /////this happens when I push a switch - this all works correctly
{
Door_Close(5, 128, 0);
Floor_LowerToLowest(8, 16);
Thing_Spawn(6, 1, 0, 0);
Thing_Spawn(8, 5, 0, 0);
Delay(3);
Door_Open (5, 32, 0);
}
script 2 (Void) //////this is what I want to happen after Script 1 completes
{
ACS_ExecuteWait(2, 0, 0, 0, 0);
While(thingcount(6, 0) > 0) /////// - This line and the next line - aren't technically counted until they spawn, because they aren't counted until they spawn, then the door open functions below this don't work
While(Thingcount(8, 0) > 0)
Delay (1);
Door_open(4, 32, 0);
Door_Open(9, 32, 0);
}
Help coding this would be greatly appreciated.
I also have a question about how to make a specific monster (not a whole class of them) drop an item on death.
For example - I have 5 HellKnights in a map - I want only one of them that I designate to drop a blue keycard on death - How exactly would that be scripted? I'm assuming I would have to assign the specific HellKnight a TID
Please go easy on me. I'm sure once the answer is provided it will seem simple to me. Maybe I'm way over thinking it. Although TBH i'm coming from SNAPMAPS on Doom for the PS4 and it was much easier to "code" there lol.
Thank you in advance.
I have two questions - for a lot of you I'm sure this is easy but I'm relatively a beginner at coding
Basically I'm looking for script 1 to execute, once it finishes executing, I want script 2 to start. This is basically a "room clearing" event with multiple triggers/actions that happen.
Script 1 (void) /////this happens when I push a switch - this all works correctly
{
Door_Close(5, 128, 0);
Floor_LowerToLowest(8, 16);
Thing_Spawn(6, 1, 0, 0);
Thing_Spawn(8, 5, 0, 0);
Delay(3);
Door_Open (5, 32, 0);
}
script 2 (Void) //////this is what I want to happen after Script 1 completes
{
ACS_ExecuteWait(2, 0, 0, 0, 0);
While(thingcount(6, 0) > 0) /////// - This line and the next line - aren't technically counted until they spawn, because they aren't counted until they spawn, then the door open functions below this don't work
While(Thingcount(8, 0) > 0)
Delay (1);
Door_open(4, 32, 0);
Door_Open(9, 32, 0);
}
Help coding this would be greatly appreciated.
I also have a question about how to make a specific monster (not a whole class of them) drop an item on death.
For example - I have 5 HellKnights in a map - I want only one of them that I designate to drop a blue keycard on death - How exactly would that be scripted? I'm assuming I would have to assign the specific HellKnight a TID
Please go easy on me. I'm sure once the answer is provided it will seem simple to me. Maybe I'm way over thinking it. Although TBH i'm coming from SNAPMAPS on Doom for the PS4 and it was much easier to "code" there lol.
Thank you in advance.
Statistics: Posted by Guest — Tue Feb 25, 2025 8:46 pm