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Crimson Wizard
#nocompactThis supposedly makes ACC to store action special ids as a 4 byte integer (or 2 byte... depending on how it was compiled, but that's not much important). However, current implementation of ZDoom's ACC has a mistake which makes it fail to write value correctly even though it checks this "nocompact" flag properly. For now I made a very simple fix and uploaded this new fixed ACC on kdev: <!-- m --><a class="postlink" href="http://orcishweb.com/downloads/koraxdev/utils/acc/acc_2011-10-08.zip">http://orcishweb.com/downloads/koraxdev ... -10-08.zip</a><!-- m --> To use it simply copy it to DoomBuilder 2 "Compilers\ZDoom\" folder, overwriting an original one. In KMOD/SE scripts put aforementioned command in the very start of the script. For example:
#nocompact
special 1200:Env_WeatherSnow(5);
// density (default = 120), horz angle, horz speed x8, vert speed x8, pattern
#define env_pattern_none 0
script 1 OPEN
{
Env_WeatherSnow(120, 0, 0, 1, env_pattern_none);
}
I've also posted a message on ZDoom forums. I intend to get ACC developers attention to the mistake I found. If they'll fix that officially, we will not have to use our custom ACC anymore, and that will make things easier.RambOrc
Crimson Wizard
special 256:Thing_Thrust3d(5), // tid, h.angle, v.angle, power, vertical power (optional parameter)
258:Thing_SetTeam(2), // tid, team number
259:Thing_SetPersonId(2), // tid, person id
800:IA_SetThreatReaction(3), // tid, threat reaction, threat vicinity
900:IA_OrderCancelAll(1), // tid
901:IA_OrderCancelCurrent(1), // tid
902:IA_OrderStandStill(3), // tid, priority, duration
903:IA_OrderStandLook180(3), // tid, priority, duration
904:IA_OrderStandLook360(3), // tid, priority, duration
905:IA_OrderWalkTo(4), // tid, priority, duration, target tid
906:IA_OrderWalkPath(5), // tid, priority, duration, first node tid, direction
907:IA_OrderPatrol2Pt(5), // tid, priority, duration, first target, second target (optional)
908:IA_OrderPatrolPath(5), // tid, priority, duration, first node tid, direction
909:IA_OrderPatrolLoop(5), // tid, priority, duration, first node tid, direction
910:IA_OrderFollow(4), // tid, priority, duration, target tid
911:IA_OrderEvadePos(4), // tid, priority, duration, target tid
912:IA_OrderEvadeThing(4), // tid, priority, duration, target tid
913:IA_OrderAttackAll(3), // tid, priority, duration
914:IA_OrderAttackThing(4), // tid, priority, duration, target tid
915:IA_OrderWander(5), // tid, priority, duration, target tid, radius
1200:Env_WeatherSnow(5), // density (default = 120), horz angle, horz speed x8, vert speed x8, pattern
1201:Env_WeatherRain(5), // density (default = 40), horz angle, horz speed x8, vert speed x8, pattern
1202:Env_WeatherTerminate(1), // weather num
1203:Env_WeatherTerminateAll(0),
1204:Env_WeatherSetParams(5), // weather num, density, horz angle, horz speed x8, vert speed x8
1205:Env_WeatherSetPattern(2), // weather num, pattern
1206:Env_WeatherSetColour(5); // weather num, red, green, blue, alpha
This means weather + advanced monster orders + little else.