Legacy > GZDoom questions
Posted: Wed Nov 30, 2005 20:11
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.
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.