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Hexen Action Code Script

Ben Morris

 


 Introduction

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The Hexen Script Language is called the "Action Code Script", or ACS.

Each map has an ACS file that contains the scripts specific to that map.  The
scripts within it are identified using numbers that the general special
ACS_Execute() uses.  A script itself can call the ACS_Execute() special
(actually quite common), which will spawn another script that will run
concurrently with the rest of the scripts.  A script can also be declared as
OPEN, which will make it run automatically upon entering the map.  This is
used for perpetual type effects, level initialization, etc.  The compiler
takes the ACS file and produces and object file that is the last lump in the
map WAD (BEHAVIOR).

To create a compiled ACS file from a text script, use the DOS command:
  c:\hexen> acs filename [enter]

This command will produce 'filename.o' from 'filename.acs'.  The contents of
the output file (filename.o) can be directly used as the BEHAVIOR lump of the
map it's used with.

Map scripts should start with #include "common.acs", which is just...

#include "specials.acs"
#include "defs.acs"
#include "wvars.acs"

The file "specials.acs" defines all the general specials.  These are used
within scripts just like function calls.  The file "defs.acs" defines a
bunch of constants that are used by the scripts.  The file "wvars.acs"
defines all the world variables.  It needs to be included by all maps so
they use consistent indexing.

 


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