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  1. When creating a map for Zombie Horde you are now required to take a different approach than with beta28 and older.
  2.  
  3. Scripting
  4. ---------------------------
  5.  
  6. To create a map you are required to import the source code. This can be found within the pk3.
  7. To import the required code, you add ' #import "ZHGAME.acs" ' to your script.
  8.  
  9. To define what type of map you are making (ZE or ZM), you will have to add a new fucntion
  10. 'GAME_INIT(int type)'
  11. mode can either be ZE_GAME or ZM_GAME, depending on the type of map.
  12. To compile be sure to add ' #include "CONST.acs" ' to your scripting
  13.  
  14. If you want to change any of the timers, you use the following function
  15. 'Timer_SetTime(int mode, int time)'
  16. gamemode can be either one of the following
  17. > MODE_SAFE - countdown until a zombie is selected
  18. > MODE_PLAYING - round timer (only for ZM maps)
  19. > MODE_FINISHED - end timer
  20.  
  21. ZE maps use a new way of storing players that have reached the safe zone.
  22. It now uses the following function, unlike old versions where the array 'Reached' was grabbed
  23. Player_SetEscaped(int player, bool escaped)
  24. An easy way to implement this is with the following line of code
  25. 'Player_SetEscaped(PlayerNumber(), LineSide() == LINE_FRONT);'
  26. Just make sure the line that triggers it has its back facing to the safezone. Otherwise change LINE_FRONT to LINE_BACK.
  27.  
  28.  
  29.  
  30. Map definitions
  31. ---------------------------
  32.  
  33. To define your map, you are required to make a MAPINFO lump. This is not hard at all.
  34. Open your level in Slade or any other level editor, add a lump called MAPINFO and insert the following
  35. map <map lump number> "<map name>"
  36. {
  37. [str definitions]
  38. }
  39. For example:
  40. map ZM20 "Frozen Fear (DrDoctor)"
  41. {
  42. sky1 = GLOOMSKY
  43. music = "PSXMUS05"
  44. }
  45. You are not required to use the old map flags anymore.
  46. for reference: http://zdoom.org/wiki/MAPINFO/Map_definition
  47.  
  48.  
  49.  
  50. Extra things
  51. ---------------------------
  52.  
  53. The radio now supports the ability to play the current playing music.
  54. What I mean with that is that basically throughout the map the music might change from the original starting music.
  55. Take ZE20 for example. It switches music halfway through the map.
  56. The radio will be able to check this, but this means that you are required to make it compatible yourself.
  57. The function for this is
  58. 'changemus (str track)'
  59. This is pretty much setmusic, but there's an extra feature which supports the radio. It is very adviced you used this instead.
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