Inventory items, reset to 1 per stage.

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alysiumX
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Inventory items, reset to 1 per stage.

Post by alysiumX »

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?
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Ichor
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Re: Inventory items, reset to 1 per stage.

Post by Ichor »

Put keepfullinventory in the mapinfo lump.
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NeuralStunner
 
 
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Re: Inventory items, reset to 1 per stage.

Post by NeuralStunner »

Property: "Inventory.InterHubAmount whatevertheheckthemaximumamountis".
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XutaWoo
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Re: Inventory items, reset to 1 per stage.

Post by XutaWoo »

Or, if you don't need for it to appear on the invbar, you could just remove +INVBAR.
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alysiumX
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Re: Inventory items, reset to 1 per stage.

Post by alysiumX »

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.

Post by NeuralStunner »

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.
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