[DECORATE] Using inventory to jump states? (monsters)

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FranckyFox2468
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[DECORATE] Using inventory to jump states? (monsters)

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Post by FranckyFox2468 » Sun Mar 19, 2017 7:16 pm

So i discovered a neat little trick lately where instead of using A_Chase, you can actually do a A_Giveinventory on an item that upon auto-activation you can make a character perfom multiple actions at once.

For exemple (taken from krispy's shark monster on realm667):

Code: Select all

 Actor Chase_Water : CustomInventory
{
Inventory.MaxAmount 0
+Inventory.AutoActivate
States
{
Spawn:
TNT1 A 1
Fail
Use:
TNT1 A 0 A_jumpif(waterlevel < 3, "Waterlimit")
TNT1 A 0 A_Chase
Stop
Waterlimit:
TNT1 A 0 ThrustThingZ(0, 4, 1, 1)
TNT1 A 0 A_Chase
Stop
}
}
I've been experimenting with similar stuff with some of my own monsters using this technique and it actually works very well! But i have an issue that i wonder if its possible to fix. I've been trying to do a "a_jumpifinventory" but the game says it cannot find the item. But its because its trying to find the item within the item's inventory rather than the item's caller.

So i'm actually wondering if its possible to fix this so it actually checks the monster's inventory?

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