Putting a cap on the ring count?

Status
Not open for further replies.

742mph

My work is never done yet
Is it possible to have a global maximum amount of rings that any one player can have? For example, can the ring count be made, through the use of SOCs, to not increase past 50? Must a linedef executor mechanism be placed in every level for this to work? Perhaps the ring itself can be SOCed to not give itself to the player if they have 50 or more rings already?
 
SOC doesn't have a way of checking a player's ring count, and thus aren't really useful for this purpose; I believe A_RingBox can be used to subtract rings from a player, but that carries the risk of sending a player's ring count into negative numbers and setting off the old zombiehog bug.

However, the linedef executor Ring Count - Continuous can be used to check how many rings a player has, and an FOF with Ring Drainer (No Floor Touch) can be used to remove rings from the player; ergo, you could use ring count continuous to cover the entire playing field with a ring drain FOF whenever the player's ring count goes over a specified amount, and remove it from the field whenever the player's ring count goes below the threshold. However, this would affect all players in the map when activated, including ones below the desired ring count.
 
Last edited:
Status
Not open for further replies.

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top