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
}
}
problem with pickable inventory
Moderator: Graf Zahl
- Azure Agony
- Posts: 71
- Joined: Fri Aug 24, 2007 6:40
- Location: Somewhere in HANGAR or E4M7
problem with pickable inventory
Last edited by Azure Agony on Fri Jan 11, 2008 17:41, edited 2 times in total.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
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
- Azure Agony
- Posts: 71
- Joined: Fri Aug 24, 2007 6:40
- Location: Somewhere in HANGAR or E4M7