Override KEYCONF weapon slots ability

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Re: Override KEYCONF weapon slots ability

by Graf Zahl » Mon Dec 31, 2018 9:59 am

The problem here is how KEYCONF is implemented. It's an either-or proposition. The feature is a mess and the only way to be safe from it is not to use it and tell people who still do that they do things wrong.

Re: Override KEYCONF weapon slots ability

by Major Cooke » Mon Dec 31, 2018 9:53 am

I was hoping there could be some sort of flag, a MAPINFO flag in particular or perhaps a weapon flag where, if assigned, it's always set to the slot regardless of keyconf.

Or is there no way to do even that?

Re: Override KEYCONF weapon slots ability

by Graf Zahl » Mon Dec 31, 2018 12:51 am

Can't be done. The only way to make it less invasive would be to outright disable it. And no matter what I try - anything would outright break any old mod using this method. This had been deprecated for ages, for exactly the reasons you state. But I am powerless when people still use it instead of better methods.

Override KEYCONF weapon slots ability

by Major Cooke » Sun Dec 30, 2018 8:35 pm

If there's one thing I'm currently experiencing some frustration with, is the fact that keyconf overrides EVERY METHOD when using setslot.

Now, I could override the player's PickNext/PrevWeapon as I'm assuming those deal with "weapnext" and "weapprev", but that seems like a bit of a crutch. Simply put, I'm trying to find a way to add weapons on top of those that have 'setslot' used upon them. It'd be appreciated if there was a way to interpret them as 'added on' instead of 'this and only this'.

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