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For and While loop
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#include "zcommon.acs" | |
#library "main" | |
bool Debug = False; | |
int TrainingSpawnSpot = 0; | |
str OldSwitch[5] = | |
{ | |
"SW_OL1", // Array index start from here, count as 0 | |
"SW_OL2", // 1 | |
"SW_OL3", // 2 | |
"SW_OL4", // 3 | |
"SW_OL5" // 4 | |
}; | |
str ElSwitch[5] = | |
{ | |
"SW_EL1", // 0 | |
"SW_EL2", // 1 | |
"SW_EL3", // 2 | |
"SW_EL4", // 3 | |
"SW_EL5" // 4 | |
}; | |
Script <<0>> Open | |
{ | |
SetLineSpecial (1, ACS_Execute, 1, 0); | |
SetLineSpecial (2, ACS_Execute, 2, 0); | |
SetLineSpecial (3, ACS_Execute, 3, 0, 3, 6, 7); | |
SetLineSpecial (4, ACS_Execute, 3, 0, 4, 8, 9); | |
SetLineSpecial (5, ACS_Execute, 3, 0, 5, 10, 11); | |
SetLineSpecial (6, ACS_Execute, 3, 0, 6, 12, 13); | |
} | |
Script 1 (Void) | |
{ | |
ActivatorSound ("Switch1", 256); | |
For (int i = 1; i <= 4; i++) | |
{ | |
If (Debug == True) | |
Print (d:i); | |
SetLineTexture (1, SIDE_FRONT, TEXTURE_MIDDLE, OldSwitch[i]); | |
Delay (4); | |
} | |
PolyObj_Move (0, 8, 64, 64); | |
PolyObj_Move (1, 8, 64, 64); | |
PolyWait (0); | |
PolyWait (1); | |
PolyObj_DoorSlide (0, 4, 128, 60, 105); | |
PolyObj_DoorSlide (1, 4, 0, 60, 105); | |
PolyWait (0); | |
PolyWait (1); | |
PolyObj_Move (0, 8, 192, 64); | |
PolyObj_Move (1, 8, 192, 64); | |
PolyWait (0); | |
PolyWait (1); | |
Delay (35); | |
ActivatorSound ("Switch1", 256); | |
int j = 4; | |
While (j-- > 0) | |
{ | |
If (Debug == True) | |
Print (d:j); | |
SetLineTexture (1, SIDE_FRONT, TEXTURE_MIDDLE, OldSwitch[j]); | |
Delay (4); | |
} | |
} | |
Script 2 (Void) | |
{ | |
ActivatorSound ("Switch1", 256); | |
For (int i = 3; i >= 0; i--) | |
{ | |
If (Debug == True) | |
Print (d:i); | |
SetLineTexture (2, SIDE_FRONT, TEXTURE_MIDDLE, OldSwitch[i]); | |
Delay (4); | |
} | |
PolyObj_Move (0, 8, 64, 64); | |
PolyObj_Move (1, 8, 64, 64); | |
PolyWait (0); | |
PolyWait (1); | |
PolyObj_DoorSlide (0, 4, 128, 60, 105); | |
PolyObj_DoorSlide (1, 4, 0, 60, 105); | |
PolyWait (0); | |
PolyWait (1); | |
PolyObj_Move (0, 8, 192, 64); | |
PolyObj_Move (1, 8, 192, 64); | |
PolyWait (0); | |
PolyWait (1); | |
Delay (35); | |
ActivatorSound ("Switch1", 256); | |
int j = 0; | |
While (j++ < 4) | |
{ | |
If (Debug == True) | |
Print (d:j); | |
SetLineTexture (2, SIDE_FRONT, TEXTURE_MIDDLE, OldSwitch[j]); | |
Delay (4); | |
} | |
} | |
Script 3 (int LineID, int ItemSpot, int WeaponSpot) | |
{ | |
ActivatorSound ("Switch1", 256); | |
For (int i = 0; i < 4; i++) | |
{ | |
SetLineTexture (LineID, SIDE_FRONT, TEXTURE_BOTTOM, ElSwitch[i + 1]); | |
Delay (4); | |
} | |
If (GameType() != GAME_SINGLE_PLAYER || GameType() != GAME_NET_COOPERATIVE) | |
{ | |
ACS_Suspend (3, 0); | |
} | |
Delay (35*4); | |
If (PlayerClass (PlayerNumber()) == CLASS_FIGHTER) | |
{ | |
Thing_Spawn (ItemSpot, T_MANA1, 0, 0); | |
Thing_Spawn (WeaponSpot, T_FIGHTERAXE, 0, 0); | |
Thing_Spawn (14, T_ITEMHEALTHFULL, 0, 0); | |
} | |
Else If (PlayerClass (PlayerNumber()) == CLASS_CLERIC) | |
{ | |
Thing_Spawn (ItemSpot, T_MANA1, 0, 0); | |
Thing_Spawn (WeaponSpot, T_CLERICSTAFF, 0, 0); | |
Thing_Spawn (14, T_ITEMHEALTHFULL, 0, 0); | |
} | |
Else If (PlayerClass (PlayerNumber()) == CLASS_MAGE) | |
{ | |
Thing_Spawn (ItemSpot, T_MANA1, 0, 0); | |
Thing_Spawn (WeaponSpot, T_MAGESHARDS, 0, 0); | |
Thing_Spawn (14, T_ITEMHEALTHFULL, 0, 0); | |
} | |
Else | |
{ | |
Thing_Spawn (ItemSpot, T_MANA3, 0, 0); | |
Thing_Spawn (WeaponSpot, T_MANA3, 0, 0); | |
Thing_Spawn (14, T_ITEMSUMMON, 0, 0); | |
} | |
Delay (35*3); | |
TrainingSpawnSpot = 2; | |
While (TrainingSpawnSpot++ < 5) | |
{ | |
Thing_Spawn (TrainingSpawnSpot, T_FIREGARGOYLE, 192, 666); | |
Delay (8); | |
} | |
Until (!ThingCount(T_FIREGARGOYLE, 666)) | |
Delay (35); | |
For (int r = 4; r > 0; r--) | |
{ | |
SetLineTexture (LineID, SIDE_FRONT, TEXTURE_BOTTOM, ElSwitch[r - 1]); | |
Delay (4); | |
} | |
} | |
Script 4 Lightning | |
{ | |
For (int STag; STag <= 3; STag += 1) | |
{ | |
Floor_Waggle (STag, 64, 64, 72, 8); | |
Ceiling_Waggle (STag, 64, 64, 72, 8); | |
Delay (12); | |
} | |
Thing_Deactivate (1); | |
Delay (Random (70, 105)); | |
Thing_Activate (1); | |
} | |
Script 5 (Void) | |
{ | |
Floor_RaiseByValueTimes8 (4, 4, 4); | |
TagWait (4); | |
Floor_LowerToNearest (5, 16); | |
} | |
Script 6 (Void) | |
{ | |
Until (!ThingCount (T_FIREGARGOYLE, 16)) | |
Delay (35*5); | |
Thing_Spawn (15, T_FIREGARGOYLE, 192, 16); | |
Thing_Deactivate (16); | |
SetThingSpecial (16, ACS_Execute, 6, 0); | |
} |
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