Legacy > GZDoom questions

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
annex
Posts: 2
Joined: Wed Nov 30, 2005 19:23

Legacy > GZDoom questions

Post by annex »

Hey there. First off I just want to say how much I like this port - it has the best features of both my favourite ports, and the idea of working with one Doom editing platform without compromising on (to me) vital features has tempted me back from Doom scene inactivity.

Which brings me onto my question - I'm considering porting a couple of large Legacy projects which I never finished due to frustrations with the port and lack of time over to GZDoom, but I need to use a few key FS functions which don't have ACS equivalents that I know of. Namely testlocation() which returns if an object is stuck in a linedef or another object and the objmom[]() functions which allow you to directly set an object's momentum as opposed to using an additive thrust. If none exist I doubt you'd want to add ACS functions to do this for reasons of Zdoom compatibility and I noticed earlier you can run ACS and FS in the same map - so is there any undocumented scripting functions in GZDoom which allow starting an FS script from within an ACS one and vice versa? Your port is perfect for the mods in every other way, and from a brief perusal the wiki ACS's support for user-defined functions will allow me to clean up and improve my scripting no end.

Looking forward to an answer and thanks again for the excellent port Graf.
Last edited by annex on Wed Nov 30, 2005 22:38, edited 1 time in total.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Sure there is an undocumented action special to start FraggleScript. The reason why it isn't documented is because it is a temporary solution.

So far Legacy's solution has to be considered temporary as well so as long as there is no official 2.0 version I see little point in changing that.

Since I don't want to document this openly at the moment I am sending you the needed information via PM. Please use them in a way that makes later replacement (i.e. encapsulate FS calls in an ACS function so that you only have one place to change later.)
annex
Posts: 2
Joined: Wed Nov 30, 2005 19:23

Post by annex »

Graf Zahl wrote:Sure there is an undocumented action special to start FraggleScript. The reason why it isn't documented is because it is a temporary solution.

So far Legacy's solution has to be considered temporary as well so as long as there is no official 2.0 version I see little point in changing that.

Since I don't want to document this openly at the moment I am sending you the needed information via PM. Please use them in a way that makes later replacement (i.e. encapsulate FS calls in an ACS function so that you only have one place to change later.)
Thanks for the help. I'll heed your advice with the usage.
Locked

Return to “GZDoom”