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Danimetal
February 10th, 2005, 03:57 PM
Hi team!.

Everything all right out there?. Well, I´m glad if so :).

I was just wondering a little... Little do I know about ACS with the exception that it is a programming language that started in hexen. I suppose that Hexen´s ACS is different (more advanced, I guess) from the current ACS that some ports use. As far as I know, this ACS will be available for Legacy mappers with the C++ version of Legacy so here are my questions:

Will this ACS be the same that Hexen used?. Will it be, on the contrary, different, more powerful?. Will it be the same or compatible with the other source ports ACS?. What does ACS stands for?.

Thanks a lot.

Cherepoc
February 10th, 2005, 09:21 PM
Another question: will FS support polyobjects and other new Hexen stuff?

smite-meister
February 11th, 2005, 03:36 AM
ACS stands for Action Code Script. The C++ version has the same ACS support as Hexen, whereas
the ZDoom ACS has been _expanded_ quite a bit. We can add some ZDoom ACS extensions to Legacy later on.

All ports which use ACS should be able to run basic "Hexen ACS" programs.

FS does not currently support polyobjects, but we'll probably add some FS functions for controlling polyobjs at some point.

Danimetal
February 11th, 2005, 03:54 AM
Thanks Smite :).

Tiealk
February 11th, 2005, 05:56 AM
ACS stands for Action Code Script. The C++ version has the same ACS support as Hexen, whereas
the ZDoom ACS has been _expanded_ quite a bit. We can add some ZDoom ACS extensions to Legacy later on.

All ports which use ACS should be able to run basic "Hexen ACS" programs.

FS does not currently support polyobjects, but we'll probably add some FS functions for controlling polyobjs at some point.

Why don't you just add some means to call Hexen-type line specials directly from FS - equivalent to ACS's way of doing things? I think that could help a lot without the need to code new functions for everything.

Ebola
February 11th, 2005, 06:13 AM
I thought it was Action Control Script. Well well,,

smite-meister
February 13th, 2005, 10:30 AM
Good idea, Tiealk!
We'll also need some "wait for poly to finish movement"-type functions, but they should be easy to add.