Scripten Posted January 11, 2013 Hey all. I'm having a bit of trouble here. I'm trying to make a fairly simple powerup that is entirely permanent. That is, the player picks the item up once and then it stays in his inventory between levels and everything. So far, it works fine when first picked up, but I just can't seem to get it to carry over into the next level. Here's what I've got so far: ACTOR Test_Pickup : CustomInventory 10001 { + INVENTORY.AUTOACTIVATE + INVENTORY.ALWAYSPICKUP States { Spawn: TNT1 A 4 loop Use: TNT1 A 0 A_GiveInventory ("JumpBooster", 1) TNT1 A 0 A_GiveInventory ("Test", 1) TNT1 A 0 stop } } ACTOR Test : CustomInventory { + INVENTORY.AUTOACTIVATE + INVENTORY.ALWAYSPICKUP + INVENTORY.PERSISTENTPOWER + INVENTORY.HUBPOWER Inventory.Amount 1 Inventory.MaxAmount 1 Tag "test" States { Spawn: TNT1 A 4 loop Use: TNT1 A 0 fail } }JumpBooster is a powerupgiver just like on the ZDoom wiki. Anyone have an idea as to why this isn't sticking around? 0 Quote Share this post Link to post
Blue Shadow Posted January 11, 2013 What's the point of the "Test" item, exactly? Also, if I'm not mistaken, the INVENTORY.PERSISTENTPOWER flag works only on the power-ups themselves, not the actual power-up givers or custom inventory items.ACTOR PowerPerHighJump : PowerHighJump { Powerup.Duration 0x7FFFFFFF // "Infinite" duration +INVENTORY.PERSISTENTPOWER +INVENTORY.UNDROPPABLE // If you don't want, it remove it +INVENTORY.UNTOSSABLE // If you don't want, it remove it // The rest of the definition... } ACTOR PermanentHighJump : PowerupGiver { Powerup.Type "PerHighJump" // The rest of the definition... } 0 Quote Share this post Link to post
Scripten Posted January 11, 2013 Right now? It gives a permanent high jump powerup. Hrm... doesn't seem to be working as of yet. Here's my current code for the powerup and powerupgiver. ACTOR JumpBooster : PowerupGiver { inventory.maxamount 0 powerup.type "JumpBooster_Powerup" + AUTOACTIVATE states { Spawn: MEGA ABCD 4 bright loop } } ACTOR JumpBooster_Powerup : HighJump { powerup.duration 0x7FFFFFFF + INVENTORY.PERSISTENTPOWER + INVENTORY.UNDROPPABLE + INVENTORY.UNTOSSABLE states { Spawn: MEGA ABCD 4 bright loop } }I'm getting errors with regard to the duration. *Sigh* Wish I was a little less green with Decorate, but we all have to start somewhere. 0 Quote Share this post Link to post
Blue Shadow Posted January 11, 2013 Membrain said:ACTOR JumpBooster_Powerup : HighJump It should be PowerHighJump, not just HighJump. Also, you might want to put the power-up giver's definition after the power-up's, otherwise ZDoom will complain. 0 Quote Share this post Link to post
Scripten Posted January 11, 2013 Aha! There we go. Thanks very much. This is a lot more concise than what I had, too. 0 Quote Share this post Link to post
doomguy214 Posted October 19, 2017 Permanent night visions problem:- ACTOR Lightamp : PowerupGiver { inventory.maxamount 0 powerup.type "PowerLightAmp" + AUTOACTIVATE states { Spawn: MEGA ABCD 4 bright loop } } ACTOR Lightamp : PowerLightAmp { powerup.duration 0x7FFFFFFF states { Spawn: MEGA ABCD 4 bright loop } } it seems not to work with this NVision.zip 0 Quote Share this post Link to post
Empyre Posted October 19, 2017 Your custom actors need to have different names from the originals. 0 Quote Share this post Link to post
Gez Posted October 19, 2017 And also from each other, because you're using "lightamp" for both the power and the item... 0 Quote Share this post Link to post
doomguy214 Posted October 20, 2017 Will some correct this decorate if possible i am unable to have unlimited night vision with this[/quote] You're giving PowerLightAmp, and not the super long version of the powerup. Also, actors inheriting from Powerup MUST begin with the "Power" prefix. Also also, it's not necessary to include the "Power" prefix when entering a powerup under Powerup.Type. Also also also, you can define the duration of the powerup under the PowerupGiver. :) Here's how I'd fix it... ACTOR ExtendedLightamp : PowerupGiver { Powerup.Duration 0x7FFFFFFFF Powerup.Type "SuperLightAmp" +AUTOACTIVATE +ALWAYSPICKUP States { Spawn: MEGA ABCD 4 bright Loop } } ACTOR PowerSuperLightamp : PowerLightAmp{} will someone correct me please I am trying to change fucker.acs as following with decorate of above code will some one correct what i have to do get unlimited night vision in this http://www.moddb.com/mods/brutal-doom/addons/night-vision3 extracted files as follow of above are as followhttps://www.dropbox.com/s/g0b0965hupl10th/NVision.zip?dl=0 #include "zcommon.acs" #library "goggle" int scriptrunning=1; Script 901 (void) { if (scriptrunning==1) { GiveInventory("PowerSuperLightamp",1); scriptrunning=0; } else { TakeInventory("PowerSuperLightamp",1); scriptrunning=1; } } 0 Quote Share this post Link to post
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