ACTOR Informant // do not use in a map, this is just a class to inherit from{ Damagefactor "Electric", 0.0 Damagefactor "DontKillInfs", 0.0 MONSTER Speed 10 Mass 10000 Health 50 Height 54 DeathHeight 0 Painchance 255 BloodColor "FF 00 00" Deathsound "Informant/Die1" States { Spawn: BSCI Z 10 //A_Look2 loop See: BSCI AABBCCDD 4 A_Wander loop Pain: BSCI I 6 A_Pain Goto See Death: BSCI F 5 BSCI G 5 A_Scream BSCI H 5 BSCI J 5 BSCI K -1 Stop }}// defining extra informants, because each informant can only say one thingActor Informant01 : Informant 20102{ ConversationID 1}Actor Informant02 : Informant 20103 { ConversationID 2}Actor Informant03 : Informant 20104{ ConversationID 3}Actor Informant04 : Informant 20105{ ConversationID 4}Actor Informant05 : Informant 20106{ ConversationID 5}Actor Informant06 : Informant 20107{ ConversationID 6}Actor Informant07 : Informant 20108{ ConversationID 7}Actor Informant08 : Informant 20109{ ConversationID 8}Actor Informant09 : Informant 20110{ ConversationID 9}Actor Informant10 : Informant 20111{ ConversationID 10}
namespace = "Strife";include = "SCRIPT00";conversation{ actor = 1; page { name = "Informant"; dialog = "How can I help?"; choice { text = "I'm looking for the red keycard"; nextpage = 2; } choice { text = "I could use some ammo..."; nextpage = 3; } choice { text = "Do you have any food tokens I could use?"; nextpage = 4; } choice { text = "Seen anything suspicous around here?"; nextpage = 5; } } page { name = "Informant"; dialog = "I haven't seen it, sorry"; choice { text = "I have another question"; nextpage = 1; } } page { name = "Informant"; dialog = "Sorry, I'm unarmed"; choice { text = "I have another question"; nextpage = 1; } } page { name = "Informant"; dialog = "Sure, I can spare a few"; giveitem = 50; choice { text = "I have another question"; nextpage = 1; } } page { name = "Informant"; dialog = "I saw a couple star troopers enter the building. It's rare to see elite guards in this area, goldfire must have them protecting something important"; choice { text = "I have another question"; nextpage = 1; } }}conversation{ actor = 2; page { name = "Informant"; dialog = "You must be Blake, how can I help out?"; choice { text = "I could use some ammo..."; nextpage = 2; } choice { text = "Do you have any food tokens?"; nextpage = 3; } choice { text = "What information do you have for me?"; nextpage = 4; } } page { name = "Informant"; dialog = "Here, take my charge pack"; giveitem = 51; choice { text = "I have another question"; nextpage = 1; } } page { name = "informant"; dialog = "I guess I can spare a food token"; giveitem = 50; choice { text = "I have another question"; nextpage = 1; } } page { name = "informant"; dialog = "Goldfire likes to hide things in areas behind fake walls"; choice { text = "I have another question"; nextpage = 1; } }} // credit is conversationID 50// 51- chargepack// 54 - half charge pack// 53 - Rapid assault weapon// 52 - slow fire protector
Maybe you should use GZDoom Builder. It has more features. But I have also used ACS. At first it frustrated me, but I kept on looking through the ZDoom Wiki and I finally learned. Remember to always use the ZDoom Wiki as a reference or go to the ZDoom forums and ask people.
Quote from: Drwalrustein on March 16, 2016, 12:18:20 AMMaybe you should use GZDoom Builder. It has more features. But I have also used ACS. At first it frustrated me, but I kept on looking through the ZDoom Wiki and I finally learned. Remember to always use the ZDoom Wiki as a reference or go to the ZDoom forums and ask people.Thank you.
I never have and never WILL use Doom Builder.
If you're using Doombuilder 2 (you are, right?)
Sorry but you are not allowed to view spoiler contents.I have realized this was a bit strong. It's hard. Back when I first tried to reply to this topic I ended up spilling a bunch of emotion onto the page - and I couldn't post that.But I won't use Doom Builder.
I don't quite understand ACS's compiling
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