Where are fragglescript scripts stored?
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- Enjay
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Where are fragglescript scripts stored?
I'm trying to make a fragglescript and a regular Zdoom behavior lump co-exist on the same level. I need to do this because, AFAIK, the fraggle script function I need (runcommand("viewheight X")) doesn't have an ACS eqivalent.
I can sometimes get it to work. In DeePsea, if I compile and save my behavior lump, then insert the fs file, it works. If I then re-insert the behavior lump, the fs script stops working. When I inspect the lumps in the working file with either DeePsea or XWE, I can't see anything obvious that relates to the fs scripts.
So, I guess I have a few questions:
Where is the fragglescript data stored?
Is there a way of simply inserting an appropriately named text file that will work to run fs scripts but only on a specific level like you can do with the fsglobal lump?
Is there, or could there be an equivalent to the fs viewheight made available to ACS?
And a couple of subsidiary questions:
After much trial and error, running right up to walls and seeing where my view ends up, it seems that, in GZDoom at least, "viewheight 41" gives me the same view as the default. The number strikes me as a touch low (although I always knew the Doomguy had eyes in his chest). Is 41 correct? 42 is definitely too high by one pixel and 46, which is what I thought it was is way too high.
Would it be possible to have the viewheight command also affect the height of crosshairs? I'd quite like to make the Doomguy appear a little taller - especially as most of the enemies look a little taller in GZdoom due to being shifted up so their feet don't get clipped. However, when I do this, even by a couple of units, the crosshair and where bullet decals appear on the wall are noticably out of step with each other (not that they were ever dead on - for reasons Randy has explained many times). Or would the solution be for me to just alter the offsets of the crosshair graphics?
I can sometimes get it to work. In DeePsea, if I compile and save my behavior lump, then insert the fs file, it works. If I then re-insert the behavior lump, the fs script stops working. When I inspect the lumps in the working file with either DeePsea or XWE, I can't see anything obvious that relates to the fs scripts.
So, I guess I have a few questions:
Where is the fragglescript data stored?
Is there a way of simply inserting an appropriately named text file that will work to run fs scripts but only on a specific level like you can do with the fsglobal lump?
Is there, or could there be an equivalent to the fs viewheight made available to ACS?
And a couple of subsidiary questions:
After much trial and error, running right up to walls and seeing where my view ends up, it seems that, in GZDoom at least, "viewheight 41" gives me the same view as the default. The number strikes me as a touch low (although I always knew the Doomguy had eyes in his chest). Is 41 correct? 42 is definitely too high by one pixel and 46, which is what I thought it was is way too high.
Would it be possible to have the viewheight command also affect the height of crosshairs? I'd quite like to make the Doomguy appear a little taller - especially as most of the enemies look a little taller in GZdoom due to being shifted up so their feet don't get clipped. However, when I do this, even by a couple of units, the crosshair and where bullet decals appear on the wall are noticably out of step with each other (not that they were ever dead on - for reasons Randy has explained many times). Or would the solution be for me to just alter the offsets of the crosshair graphics?
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Re: Where are fragglescript scripts stored?
As TheDarkArchon said, it's stored in the level header.Enjay wrote:
Is there a way of simply inserting an appropriately named text file that will work to run fs scripts but only on a specific level like you can do with the fsglobal lump?
No. Not yet.Is there, or could there be an equivalent to the fs viewheight made available to ACS?
41 is the default.And a couple of subsidiary questions:
After much trial and error, running right up to walls and seeing where my view ends up, it seems that, in GZDoom at least, "viewheight 41" gives me the same view as the default. The number strikes me as a touch low (although I always knew the Doomguy had eyes in his chest). Is 41 correct? 42 is definitely too high by one pixel and 46, which is what I thought it was is way too high.
The crosshair always marks the spot you are looking at. If the view is higher the crosshair adjusts with it. It should always be in the center of the screen.Would it be possible to have the viewheight command also affect the height of crosshairs? I'd quite like to make the Doomguy appear a little taller - especially as most of the enemies look a little taller in GZdoom due to being shifted up so their feet don't get clipped. However, when I do this, even by a couple of units, the crosshair and where bullet decals appear on the wall are noticably out of step with each other (not that they were ever dead on - for reasons Randy has explained many times). Or would the solution be for me to just alter the offsets of the crosshair graphics?
- Enjay
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- Enjay
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Hmmmm, thinking aloud...
Does anyone know - is there anyway to add something to the FSGLOBAL lump that can check which level you are on and then execute a script only for that level? I'm guessing no, because I can see people arguing that it would be pointless to do so, however it could have some use, so just maybe it exists.
Does anyone know - is there anyway to add something to the FSGLOBAL lump that can check which level you are on and then execute a script only for that level? I'm guessing no, because I can see people arguing that it would be pointless to do so, however it could have some use, so just maybe it exists.
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Enjay wrote:OK, thanks for the info. I guess the crosshair problem is a result of the view being shifted up, therefore the crosshair also being shifted up to stay central, but the origin of my attacks still being their at their usual height.
The crosshair doesn't show where the weapon is aiming at. It shows what you are looking at. That's even so in normal ZDoom and as a result bullet holes always appear a few units lower.
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Re: Where are fragglescript scripts stored?
It would be cool if there was an ACS command to execute console commands because it would be possible to make custom zooming for each weapon rather than have unlimited zooming always enabled through console aliases. That's the only big thing acs lacks. [/off topic]Graf Zahl wrote:No. Not yet.Enjay wrote:Is there, or could there be an equivalent to the fs viewheight made available to ACS?
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