PWAD //*gasp* shared keys //taken straight from sharedakw1_24 //also, fuck my old code - Synert #include "zcommon.acs" #library "script" int key[3][6] = {{0,0,0,0,0,0}, {"RedCard", "YellowCard", "BlueCard", "RedSkull", "YellowSkull", "BlueSkull"}, {"\cgRed Card", "\ckYellow Card", "\chBlue Card", "\cgRed Skull", "\ckYellow Skull", "\chBlue Skull"}}; script 901 ENTER { while(PlayerInGame(PlayerNumber())) { for(int a = 0; a < 6; a++) { if(key[0][a] == 1) { GiveInventory(key[1][a], 1); } } delay(10); } } script 902 (int a) { if(key[0][a] == 0) { HudMessageBold(n:0,s:"\c* has picked up the ",s:key[2][a],s:"\c*!";HUDMSG_FADEOUT | HUDMSG_LOG, 900, CR_GOLD, 0.5, 0.48, 5.0, 0.5); } key[0][a] = 1; }//Decorate by Synert /*==================== || Key replacements || ====================*/ ACTOR RedCard2 : CustomInventory replaces RedCard { inventory.pickupmessage "$GOTREDCARD" // "Picked up a red keycard." inventory.icon "STKEYS2" States { Spawn: RKEY A 10 RKEY B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,0) } } ACTOR YellowCard2 : CustomInventory replaces YellowCard { inventory.pickupmessage "$GOTYELWCARD" // "Picked up a yellow keycard." inventory.icon "STKEYS1" States { Spawn: YKEY A 10 YKEY B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,1) } } ACTOR BlueCard2 : CustomInventory replaces BlueCard { inventory.pickupmessage "$GOTBLUECARD" // "Picked up a blue keycard." inventory.icon "STKEYS0" States { Spawn: BKEY A 10 BKEY B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,2) } } ACTOR RedSkull2 : CustomInventory replaces RedSkull { inventory.pickupmessage "$GOTREDSKUL" // "Picked up a red skull key." inventory.icon "STKEYS5" States { Spawn: RSKU A 10 RSKU B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,3) } } ACTOR YellowSkull2 : CustomInventory replaces YellowSkull { inventory.pickupmessage "$GOTYELWSKUL" // "Picked up a yellow skull key." inventory.icon "STKEYS4" States { Spawn: YSKU A 10 YSKU B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,4) } } ACTOR BlueSkull2 : CustomInventory replaces BlueSkull { inventory.pickupmessage "$GOTBLUESKUL" // "Picked up a blue skull key." inventory.icon "STKEYS3" States { Spawn: BSKU A 10 BSKU B 10 bright loop Pickup: TNT1 A 0 ACS_ExecuteAlways(902,0,5) } }ACSTððOU§§5+4M.4°ϧOH°ϧ4$§ 74°ϧO£U§ƒ§ áW°ÏW§ áWŸ§€I„§€áz €¢°§ÐSPTR…†VSTRLðDLW`iu‹š§´ÄÒéRedCardYellowCardBlueCardRedSkullYellowSkullBlueSkull\cgRed Card\ckYellow Card\chBlue Card\cgRed Skull\ckYellow Skull\chBlue Skull\c* has picked up the \c*!ASTRMEXP keyARAYAINIL ALIB°ACSescripttl;dr if somebody gets a key on a map everybody gets that key for the rest of the round. This includes players who die or join afterwards. Resets every new map. êSCRIPTöDECORATEþ A_STARTþ \SCRIPTZ A_ENDZ LOADACS` ¤WADINFO