Re: Locking items
Is there any way to make it so when you select an item in the inventory nothing happens? I want to make an item that appears temporarily and while it's armed you can't change until it disappears by itself.
The only thing I've tried so far is putting if (&glob_var == 1) return; in the arm() procedure of other items. It didn't work
I don't think there's a way of making the enter key do something else is there?
The only thing I've tried so far is putting if (&glob_var == 1) return; in the arm() procedure of other items. It didn't work

I don't think there's a way of making the enter key do something else is there?
so you want an item that will eventually dissapear when armed?
void arm (void)
{
wait(however many milliseconds you want);
kill_this_item(script name)
}
and to make it so you can't change it:
void disarm (void)
{
&cur_weapon = whatever number your item is
arm_weapon();
}
see if that works
void arm (void)
{
wait(however many milliseconds you want);
kill_this_item(script name)
}
and to make it so you can't change it:
void disarm (void)
{
&cur_weapon = whatever number your item is
arm_weapon();
}
see if that works
The enter key script is button7.c I think. Check out I, Kara Gu. In that D-Mod, pressing Enter just pauses the game.
Fireball5: I know how to make the item, just not how to make it unchangeable. Your suggestion acts like this:
void disarm (void)
{
kill_game();
}
But thanks anyway.
DD95: Thanks, I'll take a look.
Edit: Yup, it's button4.c, I can disable the inventory or whatever using that. Thanks (again)
void disarm (void)
{
kill_game();
}

But thanks anyway.
DD95: Thanks, I'll take a look.
Edit: Yup, it's button4.c, I can disable the inventory or whatever using that. Thanks (again)

See if that works:
In any other weapon script put:
arm()
if(glued_weapon)
{
debug("Can't get that stupid thing off my hands!");
&cur_weapon = &glued_weapon_slot;
arm_weapon();
}
In any other weapon script put:
arm()
if(glued_weapon)
{
debug("Can't get that stupid thing off my hands!");
&cur_weapon = &glued_weapon_slot;
arm_weapon();
}