HealthPickup.Autouse refers to use state

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Re: HealthPickup.Autouse refers to use state

by Spottswoode » Thu Mar 08, 2012 6:35 pm

Thank you for being more precise. Custom inventory with autouse would do the same thing, but my suggestion was made out of ignorance with regard to the source code. The idea was to make a more simple update.

Re: HealthPickup.Autouse refers to use state

by Gez » Thu Mar 08, 2012 6:31 pm

The problem is that even if you do that, it wouldn't work. CustomInventory is the only actor class which will make its state be run by its owner.

What you want isn't to have health items behave like CustomInventory, what you want is AutoUse conditions for CustomInventory.

Re: HealthPickup.Autouse refers to use state

by Spottswoode » Thu Mar 08, 2012 6:16 pm

It is explicitly denoted that you would have to add a use state to the item for it to be used. Likewise, inference would say that you also add code for the use state on this.

Re: HealthPickup.Autouse refers to use state

by Graf Zahl » Thu Mar 08, 2012 12:31 pm

Since nothing but CustomInventory actually has a use state the entire suggestion is pointless.

HealthPickup.Autouse refers to use state

by Spottswoode » Tue Mar 06, 2012 6:12 pm

Just like it says. But for a clearer example
Spoiler:
In the above scenario, the item would check for dummy items and heal the player according to the item found in the inventory. This mainly caters to Strife and Raven, but could be used in Doom to impart other effects on death as well. It could be used to give player classes a death throes or heal and teleport the player. The item would only refer to the use state if present, otherwise it would use the Health property to determine its action.

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