hey guys, I need some help!
I need to make two new kinds of armor, based on the Doom 3's armor shards and armor vests... the armor shards must give 5 units and the armor vests must give 50 units, and the total must be 125;
I'm trying to edit the max amount of armor that the player can carry... at this moment, it works pretty well when you pickup the new armor inventory itens, but if you type idfa or idkfa, the player receive 200 units of armor, and I need to make something to change this value to 125.. what can I do to change this?
obs: if someone wants to see the code, here it is:
[spoiler]ACTOR ArmorShard : BasicArmorBonus Replaces ArmorBonus
{
Radius 20
Height 16
Inventory.Pickupmessage "Armor Shard"
Inventory.PickupSound "misc/shard_pkup"
Armor.Saveamount 5
Armor.MaxSaveAmount 125
+COUNTITEM
-INVENTORY.ALWAYSPICKUP
States
{
Spawn:
ARMS A -1
Stop
}
}
ACTOR ArmorVest : BasicArmorBonus Replaces GreenArmor
{
Radius 20
Height 16
Inventory.Pickupmessage "Armor Vest"
Inventory.Icon "ARMRA0"
Inventory.PickupSound "misc/armor_pkup"
Armor.Saveamount 50
Armor.MaxSaveAmount 125
+COUNTITEM
-INVENTORY.ALWAYSPICKUP
States
{
Spawn:
ARMR A -1
Stop
}
}[/spoiler]
how can I change the armor max amount of the player?
- MauricioRocks
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- Rex Claussen
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- MauricioRocks
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- Hatchetman
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from what i have seen in my own travels, this should be a rather easy text edit, its in doomarmor.txt just make your item, make it give a certain amount then in the line that has how much it remembers, put the max value of that item,
the green armor gives 100 armor, but only remembers up to 100 armor, so if you have 99 armor it will only top it off to 100, the blue is the same, caps at 200, so it would be relatively simple to set it up, let me look at this a little bit more and ill post the txt needed to do it
i will comment it well also, so that adding in your sprite info will be easy
edit: you already knew this,... ugh, nvm, the max armor may have to be edited in the core before the compile.. code editing > scripting lol -- but defining a new player class may do it as well but hacking the exe could also do it, im not sure where to start tho, the only exe editing i did was when i was hosting a private wow server.. i learned a lot about c++ doing that .. ugh, but now thats in the past and um yeah, i dont know where to even start, personally i would keep the armor totals the same and just make armor that absorbs more/less based on the strength, im working on a new setup for armor myself, just working on the sprites at the moment.
and on the other note i have no idea of how to set up an alternate player class.
the green armor gives 100 armor, but only remembers up to 100 armor, so if you have 99 armor it will only top it off to 100, the blue is the same, caps at 200, so it would be relatively simple to set it up, let me look at this a little bit more and ill post the txt needed to do it
i will comment it well also, so that adding in your sprite info will be easy
edit: you already knew this,... ugh, nvm, the max armor may have to be edited in the core before the compile.. code editing > scripting lol -- but defining a new player class may do it as well but hacking the exe could also do it, im not sure where to start tho, the only exe editing i did was when i was hosting a private wow server.. i learned a lot about c++ doing that .. ugh, but now thats in the past and um yeah, i dont know where to even start, personally i would keep the armor totals the same and just make armor that absorbs more/less based on the strength, im working on a new setup for armor myself, just working on the sprites at the moment.
and on the other note i have no idea of how to set up an alternate player class.
- wildweasel
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I thought you could specify a max amount per-item? Does this work?
[edit] God dammit, this thread is five months old?!
Code: Select all
Inventory.MaxAmount 300
- wildweasel
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