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Turning medkit and stimpack into inventory items.
Posted: Fri May 31, 2013 9:40 pm
by Michael_M88
So, I want to do a simple item edit. I want to change the medkits and stimpacks so that instead of instantly using them, you can hold them and stack them in the inventory and use them when needed. I think it's possible, I just can't figure it out. I use SLumpEd, XWE, and Zandronum if that helps. Sorry if this a stupid question, thanks in advance.
RE: Turning medkit and stimpack into inventory items.
Posted: Fri May 31, 2013 10:22 pm
by Ænima
Armed Recruit does this.
Open it up and see how it's done.
RE: Turning medkit and stimpack into inventory items.
Posted: Fri May 31, 2013 11:15 pm
by Michael_M88
Still having a little trouble. Here's what I've got in my wad:
ACTOR Medikit2 : CustomInventory Replaces Medikit
{
Inventory.PickupMessage "Picked up a medikit."
States
{
Spawn:
STIM A 10
STIM A 1 bright
Loop
Pickup:
TNT1 A 0 A_GiveInventory ("Medikit2")
Stop
}
}
Zandronum crashes once I pick it up. I'm not that great with scripting, any one know of any solution?
RE: Turning medkit and stimpack into inventory items.
Posted: Fri May 31, 2013 11:27 pm
by Ænima
Yeah it's crashing because you created an infinite loop there. Picking up Medikit2 gives you a Medikit2, which gives you a Medikit2, which gives you a Medikit2, etc etc etc.
Try this instead:
Code: Select all
ACTOR Medikit2 : CustomInventory Replaces Medikit
{
Inventory.PickupMessage "Picked up a medikit."
States
{
Spawn:
STIM A 10
STIM A 1 bright
Loop
Use:
TNT1 A 0 A_GiveInventory ("Health", 25)
Stop
}
}
RE: Turning medkit and stimpack into inventory items.
Posted: Fri May 31, 2013 11:37 pm
by Michael_M88
Ok thank you for the help there, but when I pick up the medikit, I can't use it or find it in my inventory, if that makes any sense. Also, I can only pick up one.
And yea, I have set the controls in my game to use items and switch to them.
RE: Turning medkit and stimpack into inventory items.
Posted: Sat Jun 01, 2013 12:24 am
by Ijon Tichy
you need INVBAR, Inventory.Icon, and Inventory.MaxAmount
Code: Select all
ACTOR Medikit2 : CustomInventory Replaces Medikit
{
Inventory.PickupMessage "Picked up a medikit."
Inventory.MaxAmount 10
Inventory.Icon "MEDIA0"
+INVBAR
States
{
Spawn:
STIM A 10
STIM A 1 bright
loop
Use:
TNT1 A 0 A_GiveInventory ("Health", 25)
stop
}
}
RE: Turning medkit and stimpack into inventory items.
Posted: Sat Jun 01, 2013 12:33 am
by Michael_M88
Ha! It worked! Thank you guys so much for your help :)