problem with pickable inventory

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Azure Agony
Posts: 71
Joined: Fri Aug 24, 2007 6:40
Location: Somewhere in HANGAR or E4M7

problem with pickable inventory

Post by Azure Agony »

Hi!
I made some pickable inventories like medics, artifacts and others. They work fine but there is a problem when, for example, I got 3 infravison gogles and I finished level and when I enter to next level my inventory got only 1 gogle. This problem I got with all pickupable items. Some ideas?

Here is a code:
ACTOR INFRAVISION : PowerupGiver 20094
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+NOGRAVITY
Powerup.Color "100 100 50" 0.2
Inventory.MaxAmount 25
Powerup.Type LightAmp
Inventory.icon VISIA0
Inventory.PickupMessage "$GOTVISOR"
Radius 5
Height 5
States
{
Spawn:
GOGL A -1
Stop
}
}
Last edited by Azure Agony on Fri Jan 11, 2008 17:41, edited 2 times in total.
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Graf Zahl
GZDoom Developer
GZDoom Developer
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Post by Graf Zahl »

NEED HELP TO UNCAPITALIZE YOUR THREAD TITLES!
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

as far as i know, by default, when you finish a level, you'll start with only one sample of each item you have. the only way to have the full inventory when you start a new level is by modifying the MAPINFO lump by typing "keepfullinventory" on all level entries. something like this:

Code: Select all

map E1M1 lookup HUSTR_E1M1
levelnum 1
titlepatch WILV00
next E1M2
secretnext E1M9
sky1 SKY1 0
cluster 1
par 30
sucktime 1
music D_E1M1
keepfullinventory
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Azure Agony
Posts: 71
Joined: Fri Aug 24, 2007 6:40
Location: Somewhere in HANGAR or E4M7

Post by Azure Agony »

Yes, it works! GREAT THANKS DuduKrazy!!!
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

you're welcome
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