Two use cases I have:
1. Enables me the ability to disable certain weapons from being selectable when possessing a stronger variant. In this case, I'm using a global system to manually search through weapons because the system was developed to encapsulate all player actors without needing to implement anything on the player side.
2. This allows me to group weapons in subsets. In one mod I have a bunch of specific weapons in one slot:
- Rail Rifle
- Ballista Rifle
- Demon Tech Plasmatic Rifle
- Legendary Plasmatic Rifle
- Enraged Legendary Plasmatic Rifle
- Nemesis Plasmatic Rifle
That list is sorted weakest first, strongest last. Cycling through to select the Ballista Rifle would require going through four others first. Subsets would allow the player to simply alter through more quickly by disabling the slot numbers on the individual weapons and instead select the last selected. But the option to use subsets is
toggleable because while many would like that, some players have expressed they would prefer to keep using the regular system.
With it enabled, that shortens the list to:
- Rail Rifle
- Ballista Rifle
----- USER3/4 cycles through the following.
- Demon Tech Plasmatic Rifle
- Legendary Plasmatic Rifle
- Enraged Legendary Plasmatic Rifle
- Nemesis Plasmatic Rifle
It sets all but the last selected Plasmatic Rifle's slotnumbers to -1. The keybinds (USER3 goes forward, USER4 goes backward in this case) cycles through that group of Plasmatic rifles.
This
cannot be implemented on separate players since the system is in a library package that reads keybinds for "slot <x>", "weapnext" and "weapprev" and overrides them, since otherwise keyconf blocks their use. Since it was designed to allow mods to run together, it had to be done this way. This prevents other mods needing to modify their player actors to be compatible.
As such, having the ability to set the specific numbers would make this a lot more possible without the use of hacks.