Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
JohnCook1994

Level warp with monster slain.

Question

Hello guys, I have a question regards to changing levels Rune Trial to the actual level. When I pressed the secret switch, which warps the player to a rune trial map; nevertheless, my player's potion inventory resets to 1. Once I completed the level trial, it makes me start map04 all over again. Is there a way to fix it with the exiting the rune trial that can lead back to the sector with the trial switch with the monsters slain and the switch already activated (like how they did with Hexen)? I would highly appreciate some answers.

Share this post


Link to post

11 answers to this question

Recommended Posts

  • 0
4 hours ago, JohnCook1994 said:

I am using Ultimate Doom Builder by the way.

 

UDB is good, but irrelevant in this context.

What is important though is which map format you map for:

DF, BF, DiHF, UDMF, etc.

and which port you map for:

GZDOOM, Eternity, 3DGE, etc.

Share this post


Link to post
  • 0

Hey Kappes Buur, thanks for the reply. For my format of UDB is already at UDMF format, and my port for testing is GZDOOM. I will also provide you the script code for the linking maps as well.

 

MAP04: The Fortress of Decay

Spoiler

SCRIPT 4 (void)
{
    changelevel("RNT01",0,CHANGELEVEL_NOINTERMISSION|CHANGELEVEL_PRERAISEWEAPON,-1);
}

 

RNT01: Rune Trial 1: Punchline

 
 
 
 
Spoiler

#include "Zcommon.acs"

script 1 open
{
    SetPlayerProperty(1, 1, PROP_TOTALLYFROZEN);
    printbold(s:"Welcome to the Weapon Trials.");
    delay(150);
    printbold(s:"Defeat all enemies by using your weapon.");
    delay(150);
    printbold(s:"If you defeat all of your enemies, you will get an upgrade on your slot.");
    delay(150);
    SetPlayerProperty (1, 0, PROP_TOTALLYFROZEN);
    printbold(s:"Good luck!");
    door_open(1,64,0);
}

script 2 open
{
        while(thingcount(T_NONE,2) > 0)
        delay(35);
        door_open(3,64,0);
        while(thingcount(T_NONE,4) > 0)
        delay(35);
        door_open(5,64,0);
        while(thingcount(T_NONE,6) > 0)
        delay(35);
        door_open(7,64,0);
        while(thingcount(T_NONE,8) > 0)
        delay(35);
        door_open(9,64,0);
        while(thingcount(T_NONE,10) > 0)
        delay(35);
        door_open(11,64,0);
        printbold(s:"Congratulations, you have completed the Rune Trial #1, grab your upgrade!");

}

script 3 (void)
{
    changelevel("MAP04",0,CHANGELEVEL_NOINTERMISSION|CHANGELEVEL_PRERAISEWEAPON,-1);
}

 

Share this post


Link to post
  • 0
1 hour ago, JohnCook1994 said:

Here are the images of the problem for the inventory items.

 

How did you set up those 3 scripts.

 

I made a quick pwad cycling through MAP01 to MAP04 to MAP01, etc with changelevel.

 

GZD_PWAD.zip

Edited by Kappes Buur

Share this post


Link to post
  • 0

The first script gives objectives by killing all melee enemies. You have to kill all monsters to open another sector, it repeats until you get the weapon upgrade.

Share this post


Link to post
  • 0

Even the video file is too big.

 

I would like the level warp to be like Golden Souls 2 where all the monsters are already slain and the items are saved to the player. I just wanted to be like that to gain more progress.

Share this post


Link to post
  • 0
3 hours ago, JohnCook1994 said:

Even the video file is too big.

 

I would like the level warp to be like Golden Souls 2 where all the monsters are already slain and the items are saved to the player. I just wanted to be like that to gain more progress.

 

Sounds like you want this: https://zdoom.org/wiki/Hub

 

You'd have to give your powerups and other items the +INVENTORY.HUBPOWER flag if you wish for them to be carried across maps.

Share this post


Link to post
  • 0

So I added the +INVENTORY.HUBPOWER flag to the potion of healing and the credit currency. I do not understand, I'll provide the code below

 

potion

 
 
 
 
Spoiler

ACTOR MediumHealthPotion : HealthPickup 32606
{
//$Category Health and Armor
  //$Title "Healing Potion"
  Health 20
  HealthPickup.Autouse 1
  Inventory.Icon "HPP2A0"
  Inventory.PickupMessage "Medium Healing Potion"
  Inventory.PickupSound "potion/activate"
  Tag "Recovers 20 HP"
  +FLOATBOB
  +INVENTORY.FANCYPICKUPSOUND
  +INVENTORY.PICKUPFLASH
  +INVENTORY.HUBPOWER
  +INVENTORY.PERSISTENTPOWER
  States
  {
  Spawn:
    HPP2 A -1
    Stop
  }
}

 

Creditcurrency

 
 
 
1
Spoiler

actor CreditCurrency : Inventory
{
    Inventory.MaxAmount 9999
    Inventory.Icon "KOINA0"
  +DROPPED
  +NOTDMATCH
  +FLOORCLIP
  +INVENTORY.HUBPOWER
  +INVENTORY.PERSISTENTPOWER
  +INVENTORY.INVBAR
States
{
  Use:
   TNT1 a 0
    Fail
}
}

 

(I also added the Persistent Power as well. And it doesn't work)

Can someone help me understand what to do? The cluster thing also is hard as well.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×