by Herculine » Thu Jun 02, 2011 22:43
I think I've got that one worked out now:
Code: Select all
actor NewSoulSphere : Health
{
Game Doom
+COUNTITEM
+FLOATBOB
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 100
Inventory.MaxAmount 200
Inventory.PickupMessage "SUPERCHARGE!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
SOUL ABCDCB 6 Bright
Loop
}
}
(I used it in a random spawner that replaced the SoulSphere so of course I didn't need to specify that in this bit of code; and I didn't want it to use inheritance anyway.)
Now I wish I could figure out how to do the same with the armor bonuses. In my head it seems like they should work just like regular armor, but I'm just not getting it for some reason. I've figured out how to increase their maximum, but not how to prevent DoomGuy from picking them up after he's reached that maximum.
I think I've got that one worked out now:
[code]actor NewSoulSphere : Health
{
Game Doom
+COUNTITEM
+FLOATBOB
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 100
Inventory.MaxAmount 200
Inventory.PickupMessage "SUPERCHARGE!"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
SOUL ABCDCB 6 Bright
Loop
}
}[/code]
(I used it in a random spawner that replaced the SoulSphere so of course I didn't need to specify that in this bit of code; and I didn't want it to use inheritance anyway.)
Now I wish I could figure out how to do the same with the armor bonuses. In my head it seems like they should work just like regular armor, but I'm just not getting it for some reason. I've figured out how to increase their maximum, but not how to prevent DoomGuy from picking them up after he's reached that maximum.