A_JumpIfInventory not working!

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D3X1K AXYZ
Posts: 29
Joined: Wed Mar 22, 2017 1:40 pm

Re: A_JumpIfInventory not working!

Post by D3X1K AXYZ »

Try these now that TiredImp work now:
>Use A_Log to debug each condition
>Check the Startup log in the console
If you still can not figure it out, ask the forum. it was a late night for me last night and an early morning for me today so I'll see what i can dig up tomorrow if you haven't sussed this out by then. Glad i was able to help. Have a good night. :)
XASSASSINX
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Location: MURICAA BROTHER! Just kidding, Brazil.

Re: A_JumpIfInventory not working!

Post by XASSASSINX »

Alright. Good night. BTW, the A_SpawnItemEx glitch never happen to me. weird.
D3X1K AXYZ
Posts: 29
Joined: Wed Mar 22, 2017 1:40 pm

Re: A_JumpIfInventory not working!

Post by D3X1K AXYZ »

Did you solve the spawn issue?
XASSASSINX
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Re: A_JumpIfInventory not working!

Post by XASSASSINX »

D3X1K AXYZ wrote:Did you solve the spawn issue?
Well. Still not. Just made another enemy with A_SpawnItemEX. It was working.

Also, Look at this:

Code: Select all

ACTOR SleepTimer : CustomInventory
{
}

ACTOR FaintedImp : DoomImp
{
 Health 45
 Translation "176:191=64:79","16:47=64:79"
 PainSound "NoSound"
 ActiveSound "NoSound"
 PainChance 0 
 SeeSound "NoSound" 
 States
 {
 See:
 Stop
 Pain:
 Stop
 Spawn:
 TNT1 A 0 NoDelay
 TROO I 3 A_Scream
 TROO JKLM 3
 TROO M 72
 TNT1 A 0 A_SpawnItemEx("WakingUpImp", 0, 3, 10, 0, 0, 0, 0, 0, 0)
 Stop
 Missile:
 Stop
 Melee:
 Stop
 Raise:
 Stop
 Death:
 TNT1 A 0 A_SpawnItemEx("DeadDoomImp", 0, 3, 10, 0, 0, 0, 0, 0, 0)
 TNT1 A 0 A_PlaySound("Imp/death")
 Stop
 }
}
The TNT1 A 0 "A_SpawnItemEx("DeadDoomImp")" is working! WFT?
D3X1K AXYZ
Posts: 29
Joined: Wed Mar 22, 2017 1:40 pm

Re: A_JumpIfInventory not working!

Post by D3X1K AXYZ »

I see no reason why it won't work. I would ask the forum.
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Matt
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Re: A_JumpIfInventory not working!

Post by Matt »

For that last one, it would only enter into that death state if you managed to kill it in that tiny window of time that it was falilng down in its spawn state. Otherwise it just goes to A_SpawnItemEx("WakingUpImp"... and disappears.

Or at least that's what it should do based on what I'm reading.
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