[Fixed] Can't pickup more than one of each key.
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
- Posts: 2914
- Joined: Fri Dec 05, 2003 11:02 pm
-
- Posts: 154
- Joined: Sun Sep 28, 2003 10:01 pm
-
- Posts: 1816
- Joined: Wed Jul 16, 2003 7:21 am
- Location: NJ, USA
-
- Posts: 2914
- Joined: Fri Dec 05, 2003 11:02 pm
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
The More the Merrier!giest118 wrote:You have just achieved total inacuracy. According to my editor, there were over 20000 imps in that level. I asked for 4000.
And about the 903828-paragraph explanation, remember this:
A level is worth 10000000000000 words, which should amount to 903828 paragraphs.
-
- Lead GZDoom+Raze Developer
- Posts: 49194
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Posts: 2914
- Joined: Fri Dec 05, 2003 11:02 pm
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
-
- Posts: 154
- Joined: Sun Sep 28, 2003 10:01 pm
-
- Posts: 154
- Joined: Sun Sep 28, 2003 10:01 pm
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
-
- Posts: 256
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Pa,USA
here's an answer why don't you just make a new pick up item via decorate. Then you can have it look like any key you want. Give it any special you want. And pick them all up to your hearts content. Although I do see ppl's point of they want to be able to assign it a special.
But I also have a point. Why in the world would anybody assign a special to an item the player has already picked up, and is an item that the player will never loose naturally in a Doom game. Yea the player can die and lose all his keys. But said player will pass by the very first blue key, and pick it up. Also thanks to the TakeInventory command the key can be "taken" away. But if it is you can now pick up a new one.
I've played several levels (Oldskool levels) that had duplicate keys, or it had a card and a skull of the same color. In those instances I always passed up the second key. If you want more than a 50/50 chance of a player activating that special just put some type of ammo in a very obvious place.
The number of replies to this very topic should be a big hint. There are people that pick up extra useless keys just for the sake of getting them out of the level. Also there are people that absolute hate that. But more importantly they hate seeing duplicate keys, and absoluely ignore them (like me). Now why would you assign a special to something that 50% of the perspective players will totally ignore.
Graf Zahl wrote:
But I also have a point. Why in the world would anybody assign a special to an item the player has already picked up, and is an item that the player will never loose naturally in a Doom game. Yea the player can die and lose all his keys. But said player will pass by the very first blue key, and pick it up. Also thanks to the TakeInventory command the key can be "taken" away. But if it is you can now pick up a new one.
I've played several levels (Oldskool levels) that had duplicate keys, or it had a card and a skull of the same color. In those instances I always passed up the second key. If you want more than a 50/50 chance of a player activating that special just put some type of ammo in a very obvious place.
The number of replies to this very topic should be a big hint. There are people that pick up extra useless keys just for the sake of getting them out of the level. Also there are people that absolute hate that. But more importantly they hate seeing duplicate keys, and absoluely ignore them (like me). Now why would you assign a special to something that 50% of the perspective players will totally ignore.
Graf Zahl wrote:
Actually! Unlike medikits that can be used later there is absolutely no need to put a duplicate key in a level. Assign your special to a medikit, because they will eventually be picked up sooner or (Graf Zahl wrote)Unlike Medikits that can be used later there is absolutely no need to leave the key in the level.
later
-
- Posts: 2914
- Joined: Fri Dec 05, 2003 11:02 pm
One thing I just wondered was, why cheat on your map anyway? Most people don't cheat if they want to enjoy stuff the correct way. So, one of the things that you want to test is thus; "is my map possible without cheating?" It's a possibility that the map is more possible without cheating. I remember one time I was noclipping through e4m7 of Ultimate Doom, but couldn't find the exit 'cause the exit is a switch that rises from the ground after you cross a trigger line.
You know what, I'm specifically going to put a vital script on any and all key items in every one of my maps from now on, just to piss off the people who use idkfa. Hm, that would be a nice way to teach people that idfa exists, and is more useful than idkfa.
Stupid dumbasses never learn anything, they all deserve to die and get reincarnated as a chicken that's about to be viciously slaughtered by a gargoyle... In fact, they're probably too dumb just to click on the "quote" button and read this. I would be fully unsurprised if they didn't click on the "quote" button, 'cause they are such dumbasses that they still use idkfa when idfa is so much more useful. And another thing, why would you want to play through a map with 20000 blue keycards, when you can't get all the keycards anyway? Well, there's no understanding some people is there? Also, when I asked for 4000 imps, Xaser gave me 24000. Why? There is no point. The vast majority of the imps were outside the map, as well. Hardly anyone ever seems to learn how to count properly. And another problem with that map was that the imps couldn't move because they were all trapped inside of each other... that didn't sound right. Xaser made all the imps look like they were humping each other, and that REALLY didn't sound right. At all. God dammit, the people who think that it's really necessary to make a level with 20000 blue keycards just so that they could collect 20000 blue keycards should die. In fact, I find it necessary that they should all be perforated by chaingunners for their mal-content, their terminological inexactitudes, and their ill-concieved attempt to make picking up 4000 blue-keycards a possibility. As far as I can tell, they are only destroying what's left of their sanity.
You know what, I'm specifically going to put a vital script on any and all key items in every one of my maps from now on, just to piss off the people who use idkfa. Hm, that would be a nice way to teach people that idfa exists, and is more useful than idkfa.
Stupid dumbasses never learn anything, they all deserve to die and get reincarnated as a chicken that's about to be viciously slaughtered by a gargoyle... In fact, they're probably too dumb just to click on the "quote" button and read this. I would be fully unsurprised if they didn't click on the "quote" button, 'cause they are such dumbasses that they still use idkfa when idfa is so much more useful. And another thing, why would you want to play through a map with 20000 blue keycards, when you can't get all the keycards anyway? Well, there's no understanding some people is there? Also, when I asked for 4000 imps, Xaser gave me 24000. Why? There is no point. The vast majority of the imps were outside the map, as well. Hardly anyone ever seems to learn how to count properly. And another problem with that map was that the imps couldn't move because they were all trapped inside of each other... that didn't sound right. Xaser made all the imps look like they were humping each other, and that REALLY didn't sound right. At all. God dammit, the people who think that it's really necessary to make a level with 20000 blue keycards just so that they could collect 20000 blue keycards should die. In fact, I find it necessary that they should all be perforated by chaingunners for their mal-content, their terminological inexactitudes, and their ill-concieved attempt to make picking up 4000 blue-keycards a possibility. As far as I can tell, they are only destroying what's left of their sanity.
-
- Posts: 256
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Pa,USA
Giest some of your comments are extreme, but I totally agree with you when it comes to cheating while play testing. Why in the world would any one cheat to test there maps. The person reviewing it doesn't cheat to play, and decide if it's crap. Actually if they do feel the need to cheat then it's automatically dubbed el' crapo. Same could be said of the opinions of most Doom players.
There are only 3 reasons that I can see why a author would want to cheat.
1) If the map he/she is making is huge, they may want to clip to a certain part. Then play from there to check out texture alignment, and moster/item placement. I do this myself cuz if I move around the player start in the editor, eventually the map will get f'ed up.
2) If the author alters or adds a monster via dehacked. They might want to clip to get right to him. Then see how good he kills you.
3) Same situation as number 2 but you add iddqd and idfa. Then test out each weapon to see how many shots from each it would require to take said monster down.
Those are the only reasons I see to cheat during play testing. If you inadvertantly type idkfa instead, then think "Crap I wanted to test out the special that I set on that key" it's your fault. Do it over but next time use idfa like you were suppose to.
There are only 3 reasons that I can see why a author would want to cheat.
1) If the map he/she is making is huge, they may want to clip to a certain part. Then play from there to check out texture alignment, and moster/item placement. I do this myself cuz if I move around the player start in the editor, eventually the map will get f'ed up.
2) If the author alters or adds a monster via dehacked. They might want to clip to get right to him. Then see how good he kills you.
3) Same situation as number 2 but you add iddqd and idfa. Then test out each weapon to see how many shots from each it would require to take said monster down.
Those are the only reasons I see to cheat during play testing. If you inadvertantly type idkfa instead, then think "Crap I wanted to test out the special that I set on that key" it's your fault. Do it over but next time use idfa like you were suppose to.