Example of one:
Code: Select all
ACTOR BFriendBeacon : CustomInventory
{
Radius 21
Height 12
Scale 0.5
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.InterHubAmount 5
Inventory.PickupSound "items/getinvteleporter"
Inventory.UseSound "misc/invuse"
Inventory.PickupMessage "Got a Reinforcement Beacon"
Inventory.Icon "TLPR"
Tag "Reinforcement Beacon"
+INVBAR
+FLOORCLIP
States
{
Spawn:
TLPR A 1
TLPR A 0 A_SpawnItemEx("BFTGiver",0,0,0,3,0,0)
Stop
Use:
TLPR A 0 A_SpawnItemEx("BrutalFriendTeleporterDroppers",2,8,2,0)
Stop
}
}
Code: Select all
actor BFTGiver : CustomInventory
{
Inventory.PickupMessage ""
Inventory.PickupSound ""
Tag "Reinforcement Beacon"
Scale 0.5
States
{
Spawn:
TLPR A -1
Loop
Pickup:
TLPR A 0 A_JumpIfInventory("BFriendBeacon",5,"PickupDont")
TLPR A 0 A_GiveInventory("ItemBulk",7)
TLPR A 0 A_JumpIfInventory("ItemBulk",0,"PickupNot")
TLPR A 0 {A_GiveInventory("BFriendBeacon"); A_GiveInventory("ItemBulk");}
TLPR A 0 {A_Log("You've found a reinforcement beacon!"); A_StartSound("items/stealthon",CHAN_ITEM);}
Stop
PickupNot:
TLPR A 0 A_Print("This Reinforcement Beacon takes up 8 units of space. You're carrying too much. Drop an item, perhaps?")
Fail
PickupDont:
TLPR A 0
Fail
}
}