JumpIfInventory modification

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GuestI
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Joined: Thu Dec 28, 2006 3:17 am

JumpIfInventory modification

Post by GuestI »

As is generally known JumpIfInventory helps to create weapon with rather sophisticated properties. Unfortunally this function works only for actors which are owned by player . This condition considerable restrics the possibilities (for example all features in mod could be made as optional or the behavior of monsers could be changed if the definite weapon is active or... whatever you want :D )
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Graf Zahl
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

I have no idea what you want.
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Macil
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Post by Macil »

I think he wants to be able to use JumpIfInventory in the DECORATE of a monster to be able to see if the player has a certain item rather than the monster itself.

Though what would happen in network games?

(PS: If I use ACS to give some inventory item to a monster (even though he obviously can't use it) will JumpIfInventory in his decorate detect it? Or does the inventory disappear as soon as its assigned to the monster because he can't use it?)
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Zippy
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Post by Zippy »

Monster's have inventories, so they can hold items. Inventory jumps will work for them.
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Anakin S.
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Post by Anakin S. »

Agent ME wrote:I think he wants to be able to use JumpIfInventory in the DECORATE of a monster to be able to see if the player has a certain item rather than the monster itself.
A_JumpIfInTargetInventory
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