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Author Topic:   inventury
tomb raider fan
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Posts: 398
From:England, Sheffield
Registered: Dec 2000

posted 12-18-2000 09:18 AM     Click Here to See the Profile for tomb raider fan   Click Here to Email tomb raider fan     Edit/Delete Message   Reply w/Quote
if u finished your level and u played it and at the end of the level u had a shotgun,2 medipacks etc.........

how do u include them in your iventury when you start the next level?

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JohnCroft
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Posts: 251
From:Germany
Registered: Nov 2000

posted 12-18-2000 12:36 PM     Click Here to See the Profile for JohnCroft   Click Here to Email JohnCroft     Edit/Delete Message   Reply w/Quote
This is not possible by using the Room editor, because you cannot set the initial values of objects in Laras inventory with the Room Editor

[This message has been edited by JohnCroft (edited 12-18-2000).]

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mirai
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Posts: 94
From:Tokyo, Japan
Registered: Nov 2000

posted 12-18-2000 12:51 PM     Click Here to See the Profile for mirai     Edit/Delete Message   Reply w/Quote
only way is to fill the first room on the next level with all pickups (as dummy data)
then remove them on final compilation.

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Reb@Eidos
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posted 12-21-2000 03:25 PM           Edit/Delete Message   Reply w/Quote
I have tested this and did find a carry over to the next level of inventory items and of puzzle pieces (so you can place parts of one puzzle in one level, etc. ...but you have to check the WADs you are using to make sure they both contain the same puzzle). When you collect medi-paks for instance, the number you have when you finish your first level is carried into the next. This happens when you load the next level by entering the appropriate number in the finish trigger.

Remember, you can only load the city.was into another level using that same WAD. The other levels are all 'compatible' for loading one into the next.

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