inventory

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inventory

Postby xrgman » Thu May 10, 2012 12:46 am

i made a money item in decorate that is dropped by enemies, in a map u can pickup more than one money more like 50 every map but when i change map or exit the map on the end of a map the money value returns to 0 in the next map, is there any way to fix this??
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Re: inventory

Postby terranova » Thu May 10, 2012 1:08 am

I'm slightly confused here, could you post the code for that item?
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Re: inventory

Postby jpalomo » Thu May 10, 2012 1:21 am

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Re: inventory

Postby xrgman » Fri May 11, 2012 11:13 am



i get an error: uknown flag :|
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Re: inventory

Postby xrgman » Fri May 11, 2012 11:14 am

terranova wrote:I'm slightly confused here, could you post the code for that item?


actor money : inventory
{

Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Picked up 1$"
Inventory.amount 1
Inventory.maxamount 1000
Inventory.Icon "CASHA0"

+INVENTORY.KEEPDEPLETED
+INVENTORY.HUBPOWER
+INVENTORY.INVBAR
+COUNTITEM


states
{
Spawn:
CASH A 10
loop
Pickup:
TNT1 A 0
stop
}
}

ow and btw this item also needs to replace every pickup item in doom how will i do this?, i mean all weps that are on ground and stimpakcs armor etc etc
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Re: inventory

Postby xrgman » Fri May 11, 2012 11:17 am

i need to be able to have more than 1 money in inventory, so like 500 and that it save the amont when i go to next lvl
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Re: inventory

Postby Blue Shadow » Fri May 11, 2012 11:23 am

xrgman wrote:i get an error: uknown flag :|

Update your ZDoom version.

http://svn.drdteam.org/zdoom

Edit: To replace other item pickups with the money pickup, you could use the replace keyword in an actor definition. Example:
Spoiler:

There's also, the ReplaceActor skill property in MAPINFO.

Note: For some reason with setup example above, the INVENTORY.PERSISTNETPOWER didn't work. That's why I used the Inventory.InterHubAmount actor property.
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Re: inventory

Postby xrgman » Fri May 11, 2012 1:17 pm

Blue Shadow wrote:
xrgman wrote:i get an error: uknown flag :|

Update your ZDoom version.

http://svn.drdteam.org/zdoom

Edit: To replace other item pickups with the money pickup, you could use the replace keyword in an actor definition. Example:
Spoiler:

There's also, the ReplaceActor skill property in MAPINFO.

Note: For some reason with setup example above, the INVENTORY.PERSISTNETPOWER didn't work. That's why I used the Inventory.InterHubAmount actor property.


thx for the replace thats verry usefull :), and i guess those functions wont work with skulltag? "Inventory.InterHubAmount"
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Re: inventory

Postby Blue Shadow » Fri May 11, 2012 3:41 pm

xrgman wrote:i guess those functions wont work with skulltag? "Inventory.InterHubAmount"

Skulltag is based on an older version of ZDoom (2.3.1, I believe), and if I'm not mistaken this property introduced later in ZDoom, so it'll probably not work with Skulltag.

But I could be wrong, since I don't follow Skulltag's development and all, and I don't use the port to begin with.
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Re: inventory

Postby xrgman » Sat May 12, 2012 4:47 am

and something else, i find some trouble replacinf all items form doom2 is there a list with all the items with the correct names? becouse at like shotgunshels i used rreplaces shotgunshells but that didnt work and i have more ammo/items where i have this problem, so if there would be a list it would be easy
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Re: inventory

Postby Blue Shadow » Sat May 12, 2012 11:26 am

Here you can find all of Doom actors that you can put in a map like monsters, weapons, items, etc.
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Re: inventory

Postby xrgman » Sat May 19, 2012 5:57 am

Blue Shadow wrote:Here you can find all of Doom actors that you can put in a map like monsters, weapons, items, etc.


thx for all the help
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Re: inventory

Postby Vaecrius » Mon May 21, 2012 6:47 pm

I don't follow Skulltag either but I remember going around this exact same problem way back in the day by making a hidden ammo counter to go along with each item type, then making sure that both the custominventory item and the ammo counter are always changed at the same time and setting the inventory item amount to the ammo amount with an always-loaded ACS enter script.

Pros: Unnoticeable to the user.
Cons: Huge pain in the arse to change back to using the new flag should Skulltag ever update to use it.
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