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[TUTORIAL] More realistic pickups
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Soldat 555
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PostPosted: Sun Jun 10, 2012 1:17 pm
   Subject: [TUTORIAL] More realistic pickups
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Have you ever thought of making Wolf3D a bit more realistic like say... Picking up a gun by pushing a button instead of just walking over it?

W L _ A G E N T . C P P
::: CODE :::
        case    bo_machinegun:
    if(buttonstate[bt_use])
{

            SD_PlaySound (GETMACHINESND);
            GiveWeapon (wp_machinegun);
            break;
}
else
return;


If you have that famous In-Game Messaging by WSJ encoded...

W L _ A G E N T . C P P
::: CODE :::
        case    bo_machinegun:
GetMessage("Press USE/OPEN to pickup the machine gun.");
    if(buttonstate[bt_use])
{

            SD_PlaySound (GETMACHINESND);
            GiveWeapon (wp_machinegun);
            break;
}
else
return;

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PostPosted: Mon Jun 11, 2012 6:47 am
   Subject: Re: [TUTORIAL] More realistic pickups
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Cool code idea, I like it!
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PostPosted: Wed Jun 13, 2012 2:47 pm
   Subject: Re: [TUTORIAL] More realistic pickups
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I've thought of implementing this, I just never really gave it extensive thought as how to implement it.

Neat idea:
By pressing a different button you could pick up the item for a different reason (like say scrapping a weapon to add its parts to another weapon or something like that).

Go ahead and give your Shotgun a sniperscope with that idea! Wink

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PostPosted: Wed Jun 13, 2012 2:51 pm
   Subject: Re: [TUTORIAL] More realistic pickups
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I use this in my weapons balancing, to swap weapons out. Nice thing is, you can drop stuff, add an attribute to the item struct, and hold it's information, like ammo. It's very useful.

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