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Scripting question

Sat, 15 Feb 2003 21:31:15

RambOrc

At last I finished up the complete map structure for SE Alpha. It's 49 maps from which a couple will most probably be ousted as a result of Alpha tester feedback (some of them aren't very good), but I didn't want to decide myself in a couple of cases whether a map is any good (I had a rating scale of 1 to 5 and I only left out maps with a score of 1 and 2, all others are in now). Now a question to those who are familiar with scripts (Janis and Ichor AFAIK): will there be any probs if I put this bunch of maps together and change their order/map numbers, i.e. are scripts map number bound? Also, what happens if in 2 different maps someone used the same script name or variables? Or is that nothing to worry about?
Sat, 15 Feb 2003 23:24:55

Ichor

It shouldn't be a problem, unless the second number in the ACS_Execute or ACS_LockedExecute (0, 0, 0, 0, 0) command is anything other than 0 (it usually is). If it's 0, then the script will run for that particular map, regardless of what number it is. As for different maps using the same variables, that should be no trouble at all. In fact, the 'world int' command is made specifically so that variables can be made to extend beyond the map and affect other maps as well. You don't see this very often in hubs, and never in single map games.
Sat, 15 Feb 2003 23:57:11

RambOrc

Where do I check this? Preferably at one place for all scripts of the actual map (I guess you can't check for all maps at one place for a multi-map wad). What I mean is that this is a collection of the work of 20-30 authors, with three 5-6 level hubs and else single maps... this was never supposed to be run all at once so there might be easily vars or whatever that are re-used by different maps for something else. From what you say I collect chances are high none of the single maps try to expand its variables once you leave the map, which would lessen the chances of conflict - OTOH it might pause another prob with including these maps into a hub system where you go to the map and then back to the first and then back again and so on... also, the multi-map hubs probably use 'world int' and that could cause still more problems. So what do I do now? <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sun, 16 Feb 2003 00:07:30

Ichor

For the hubs, the only problem I see is for ACS_Execute commands that activate scripts on other maps. Just change that second number to the correct map number (I think it's actual map number and not the warptrans number in the mapinfo). Of course, it will still require a bit of testing. I could always tinker with it though.
Sun, 16 Feb 2003 00:16:09

RambOrc

You mean if I pack all maps into a ZIP file and give you a list which map would have what new number, you'd go over the ACS?
Sun, 16 Feb 2003 00:27:18

Ichor

Sure, why not?
Wed, 19 Feb 2003 22:25:42

RambOrc

Wow, that would be real kind of you. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Sorry for the delay, I had to collect the maps from several places (I made the testing of the maps over the last half year or more and the design itself on paper over the last couple of weeks/months). I couldn't yet find Swamp Ledges (it's most probably on a backup CD), a swamp theme version of Ledges - good Q though whether it has any ACS, it was originally a Heretic map converted to Hexen back in the mid-90s. Anyway, the file is up at <!-- m --><a class="postlink" href="http://www.korax-heritage.com/koraxdev/maps/se_alpha/koraxse_alphamaps.zip">http://www.korax-heritage.com/koraxdev/ ... hamaps.zip</a><!-- m --> - it contains a number of zip archives, each with a wad and its readme, plus an HTML file with the map list (99% finished). I didn't include my maps (all 2 and neither anywhere near finished, sigh) because they have definitely no ACS yet and I also omitted Levelkiller's maps since they are all Heretic maps originally, meaning there can't be any ACS in there. The rest should all be contained (except for Swamp Ledges), I hope I didn't pack in something else than I intended. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 20 Feb 2003 21:49:40

Ichor

Why are some of those numbers from the 'Map exits to' list in parenthesis?
Thu, 20 Feb 2003 22:09:08

RambOrc

Making a table listing the way I did doesn't completely describe what I've drawn on paper where you see maps as objects and arrows drawn to and from them. Some arrows are only optional, I haven't completely made up my mind on where certain maps connect from 2 options. Do you want to also add the proper exits to the maps? In that case I'll make you a final version in the next couple of days.
Thu, 20 Feb 2003 22:12:39

Ichor

Ok. I probably won't need to add very many extra exits though. I'm more interested in getting the scripts right.

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