Allright. I think I get it, yet this sounds a little counterintuitive. I tried this earlier:
Code: Select all
Actor GreenArmorHack : CustomInventory
{
+INVENTORY.AUTOACTIVATE
Inventory.MaxAmount 1
States
{
Spawn:
ARM1 A 6
ARM1 B 7 bright
loop
Use:
TNT1 A 0 A_GiveInventory("GreenArmorUnit",100)
Stop
}
}
Actor GreenArmorUnit : GreenArmor
{Armor.Saveamount 1}
The "armorhack" is basically to completely replace "GreenArmor". But found out that I get only one armor point (vs giving it via ACS which gives me 100). Im not totally getting how this works, but for how it looks, I will have to go something like this
-Store "GreenArmor" amount under "armoramount"
-Morph player
-Give "GreenArmorUnit" times "armoramount"
...and let it be (that's assuming it does keep the armor when it unmorphs as kate mentioned).
Then, when morphing again, instead of storing "GreenArmor" I'll have to store "GreenArmorUnit"... Ok, Im getting confused indeed
