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JumpIfInventory modification
Posted: Thu Dec 28, 2006 3:55 am
by GuestI
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

)
Posted: Thu Dec 28, 2006 4:17 am
by Graf Zahl
I have no idea what you want.
Posted: Thu Dec 28, 2006 9:11 pm
by Macil
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?)
Posted: Thu Dec 28, 2006 10:28 pm
by Zippy
Monster's have inventories, so they can hold items. Inventory jumps will work for them.
Posted: Fri Dec 29, 2006 2:26 am
by Anakin S.
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