JumpIfInventory modification

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Topic review
   

Expand view Topic review: JumpIfInventory modification

by Anakin S. » Fri Dec 29, 2006 2:26 am

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

by Zippy » Thu Dec 28, 2006 10:28 pm

Monster's have inventories, so they can hold items. Inventory jumps will work for them.

by Macil » Thu Dec 28, 2006 9:11 pm

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?)

by Graf Zahl » Thu Dec 28, 2006 4:17 am

I have no idea what you want.

JumpIfInventory modification

by GuestI » Thu Dec 28, 2006 3:55 am

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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