Based on this example http://skulltag.net/forum/viewtopic.php?f=43&t=20734
if you pick up the money, it will indeed put it at a 1000, but if you go to the next level it will always drop it back down to only 1, any way to keep this from happening?
Inventory items, reset to 1 per stage.
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: Inventory items, reset to 1 per stage.
Put keepfullinventory in the mapinfo lump.
- NeuralStunner
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Re: Inventory items, reset to 1 per stage.
Property: "Inventory.InterHubAmount whatevertheheckthemaximumamountis".
- XutaWoo
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Re: Inventory items, reset to 1 per stage.
Or, if you don't need for it to appear on the invbar, you could just remove +INVBAR.
Re: Inventory items, reset to 1 per stage.
Thanks all, I probably would have perfered to interhubamount thing but, ive changed my mind on how i want this to work. Another question I would rather ask here then creating a new thread, is there any way to force a pick sound in decorate? Sometime picking up multiple objects it will ignore one particular pick sound I perfer to be heard over all the others.
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Re: Inventory items, reset to 1 per stage.
Since there's only one "Item" channel per actor, it has to interrupt for each pickup. However, you could try using $Singular on your pickup sound in a [wiki=SNDINFO]SndInfo[/wiki] lump.