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ACS scripting
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== Using ACS for your map == === Doom (classic) format maps === This information does not apply for UDMF or Hexen format maps. ACS scripts can be loaded with Doom-format maps through the help of [[MapInfo|EMAPINFO]]. The MapInfo entry for the map needs a specifier for the compiled ACS lump (setting the '''acsscript''' entry). The script can be written in a text editor and compiled using the '''acc''' tool (see https://devbuilds.drdteam.org/ACC/). After obtaining the behavior lump (usually with the .o extension), import it in a wad and place it between lumps '''A_START''' and '''A_END'''. The '''acsscript''' entry from EMAPINFO should then reference this compiled lump. Wad tools like SLADE also have the capability to compile ACS scripts from source lumps, and will automatically place them inside '''A_START''' and '''A_END''', creating these marker lumps if necessary. ''Important'': do not place the compiled ACS script as a BEHAVIOR lump after the level lumps, as it is done in Hexen or UDMF format maps. This will cause Eternity to assume your map is designed in the Hexen format (with Hexen-format THINGS and LINEDEFS), despite it being in the Doom format, resulting in errors or unpredictable effects when loading the level. ACS scripts will be callable from map linedefs by using the parameterized script specials or the legacy non-parameterized specials. === Hexen format === Most editors which support ZDoom and Hexen editing should have the ability to compile scripts built-in. Otherwise, you can still use the command-line '''acc''' tool and import the resulting '''.o''' file into a '''BEHAVIOR''' lump after the last level lump ('''BLOCKMAP'''). === UDMF format === This is similar to the Hexen format, except that '''BEHAVIOR''' has to be placed within the '''TEXTMAP''' - '''ENDMAP''' lump range.
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