[obsolete]Inventory DECORATE Weirdness
Moderator: Graf Zahl
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
[obsolete]Inventory DECORATE Weirdness
Okay, I'm at a loss to explain what's going on with my items derived from CustomInventory. The most irritating problem is that when instructed to drop a DECORATE inventory item, a creature does so, and also drops a weird second item that can be picked up an infinite number of times. Another major problem is using A_Jump codepointers in inventory items-GZDoom crahses upon activating the state containing the jumps. Finally, all codepointers in an inventory state execute simultainously. I can see this being intentional, but it ruins some effects. Thanks for your help.
- Graf Zahl
- GZDoom Developer
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Post your code. The CustomInventory implementation has some limitations. Most of these are caused because I have no idea how Randy will handle this eventually and I have to define it in a way that I can adjust if necessary. As a result some very specific restrictions apply when defining such an item.
- Graf Zahl
- GZDoom Developer
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- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
Well, part of it still matters, as jumps in inventory items still give me the attacthed crash. Here's the one I'm using, in case It's a problem on my end:
Code: Select all
ACTOR DSStamina : CustomInventory
{
ConversationID 306
Inventory.MaxAmount 7
States
{
Pickup:
TNT1 A 1 A_JumpIfInventory ("DSStamina",6,2)
TNT1 A 1 A_GiveInventory ("UpgradeStamina")
Stop
TNT1 A 1
TNT1 A 1 A_ChangeFlag ("NOBLOOD",1)
TNT1 A 1 A_GiveInventory ("UpgradeStamina")
Stop
}
}
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- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
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