Powerup Counter
Posted: Wed Aug 08, 2012 3:47 am
(No icons, sorry)
I haven't found anywhere (or maybe I didn't look hard enough) showing how to do this in Skulltag, I suppose making a counter is easy enough... but somehow I ended up with a headache, I feel silly... anyways
For those still using Skulltag here's a powerup counter, feel free to use it, and/or tinker with it to make it more efficient
(I tested a wad that used one made in SBARINFO with Zandronum, and it gave me an error... so this for me is the only way, I could be wrong)
EDIT:
Here is Llewellyn's version of the code (Which I felt it was better):
And attached example
https://www.dropbox.com/s/ninx4iet3up1u ... Example.7z
Just summon a "GenericPowerup" or a DoomSphere
I haven't found anywhere (or maybe I didn't look hard enough) showing how to do this in Skulltag, I suppose making a counter is easy enough... but somehow I ended up with a headache, I feel silly... anyways
For those still using Skulltag here's a powerup counter, feel free to use it, and/or tinker with it to make it more efficient
(I tested a wad that used one made in SBARINFO with Zandronum, and it gave me an error... so this for me is the only way, I could be wrong)
EDIT:
Here is Llewellyn's version of the code (Which I felt it was better):
Code: Select all
script 1 (void)
{
/* It does initializes powerup, does powerup--
which is the same as "powerup = powerup -1"
and that the countdown has not ended. */
for (int powerup = 60;powerup > -1; powerup--)
{
//This makes sure the player is still alive
if (GetActorProperty (0, APROP_Health) < 0)
terminate;
if (CheckInventory("PowerupActive") > 1)
{
TakeInventory ("PowerupActive", 1);
powerup = 60; //Restarts the timer!
}
SetFont("BIGFONT");
SetHudSize(320, 240, 1);
HudMessage(i:powerup; HUDMSG_PLAIN, 1, CR_WHITE, 308.0, 127.0, 2.0);
//This prevents the delay by putting it at the end
Delay(35);
}
}
https://www.dropbox.com/s/ninx4iet3up1u ... Example.7z
Just summon a "GenericPowerup" or a DoomSphere