[Already In] "Always pistol start" Gameplay option

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"Always pistol start" Gameplay option

Postby phi108 » Sun Jun 21, 2009 8:24 pm

Currently I have a keypress assigned to "nextmap" so that On the stats screen, I can press a key to pistol-start the next map. But this gets to be very inconvienient.

Could an "Always pistol start" option be added to the Gameplay Options menu? Should it only apply to singleplayer, or coop as well?
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Re: "Always pistol start" Gameplay option

Postby Snarboo » Sun Jun 21, 2009 8:53 pm

Xaser suggested a similar function for mapinfo, which I believe was added. You could create a custom mapinfo lump for Doom and Doom 2 wads so every map is a pistol start. I can't remember the functions name off hand, though.
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Re: "Always pistol start" Gameplay option

Postby phi108 » Sun Jun 21, 2009 9:19 pm

Claustrophobia 1024 maps are playable from pistol starts, but the Mapinfo doesn't force it. Nor should it. Players should be able to play through it as they want to. Only when the mapper needs to force pistol starts should the mapinfo option be used.

Though i guess editing the Mapinfo would be the only option for a full play through of pistol starts, aside from a "nextmap" button.
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Re: "Always pistol start" Gameplay option

Postby skadoomer » Mon Jun 22, 2009 2:46 am

This can be handled with a simple script.
Code: Select allExpand view
#include "zcommon.acs"
#Library "PstlStrt"

Script 999 Enter
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Clip", 5);
GiveInventory("Pistol", 1);
}


Compile that and load the library through the LoadACS lump. Instant pistol starts on every map. If you want i can make a complied version for you.
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Re: "Always pistol start" Gameplay option

Postby Ghastly » Mon Jun 22, 2009 6:45 am

Yeah, it's a MapInfo option, now (Thankfully, since the script wasn't 100% foolproof, when it came to certain things, if I recall correctly). Can't recall the name, though...
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Re: "Always pistol start" Gameplay option

Postby Gez » Mon Jun 22, 2009 6:59 am

"ResetInventory" I think.
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Re: "Always pistol start" Gameplay option

Postby Project Dark Fox » Mon Jun 22, 2009 8:17 am

skadoomer wrote:This can be handled with a simple script.
Code: Select allExpand view
#include "zcommon.acs"
#Library "PstlStrt"

Script 999 Enter
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Clip", 5);
GiveInventory("Pistol", 1);
}


Compile that and load the library through the LoadACS lump. Instant pistol starts on every map. If you want i can make a complied version for you.

That's only going to give you a grand total of 25 bullets, you know. :P When mentioning ammo, you have to give exact values (like GiveInventory("Clip", 30); ) and account for weapons given.
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Re: "Always pistol start" Gameplay option

Postby phi108 » Mon Jun 22, 2009 8:47 am

That script has problems when it comes to weapo mods.

Like with perkistans smooter weapons mod, it needs "PerkPistol" and "PerkFist", and with my weapon mod, it needs "1911gun" and "Boxfist".

The mapinfo option seems like the best available option.
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Re: "Always pistol start" Gameplay option

Postby HotWax » Tue Jun 23, 2009 11:27 pm

From a player standpoint, you can simply turn off autosaving to acheive this effect. (disableautosave 1 prevents the autosave on map entry but still allows maps to call for an autosave via ACS)
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