KEYCONF trouble with SetSlot

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bagheadspidey
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Re: KEYCONF trouble with SetSlot

Post by bagheadspidey »

randi wrote:
bagheadspidey wrote:Here's the behavior I'd expect: slot definitions in WeaponsPwad will override those in MegaPwad.
KEYCONF definitions need to override player class definitions, or they wouldn't work at all. Since it doesn't specify what player class it should apply to, it has to apply to all of them.
I figured it was something like that... That's why I was thinking a keyconf command to wipe out all slot settings would be useful, that way you could use player class slots in your weapon mod and people still could use it with other older wads with slot definitions.
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randi
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Re: KEYCONF trouble with SetSlot

Post by randi »

If WeaponsPwad's sole purpose is to replace a player's arsenal, then I think KEYCONF can still be a valid way to do it. (I hope I don't regret saying that!)

If you just want to add weapons and don't care if the old ones are still slotted, however, consider using Weapon.SlotNumber and Weapon.SlotPriority to let the weapon decide where it wants to go. No custom classes or KEYCONF required.
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bagheadspidey
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Re: KEYCONF trouble with SetSlot

Post by bagheadspidey »

Thanks for replying, Randi. I haven't seen Weapon.SlotNumber and Weapon.SlotPriority before, that looks pretty useful. If you change your mind about this later, there's a post in the features suggestion thread you can check off your list ;)
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Re: KEYCONF trouble with SetSlot

Post by Gez »

But now that there are default weapon slots in mapinfo's gameinfo thing, this could allow to remove the player.weaponslot things from the player classes and give player.weaponslot the priority over keyconf, right?
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Graf Zahl
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Re: KEYCONF trouble with SetSlot

Post by Graf Zahl »

No. KEYCONF is merely for backwards compatibility and has to be added last.

The MAPINFO stuff won't change anything. It is merely used to initialize the slots for player classes that don't define their own ones.
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