Re: Zagemod (v1.3.2 Released, Page 9)
Posted: Sat May 04, 2019 11:20 am
I tend to opt for "frag," in the spirit of the game and all. Anyway, back on topic, I've got something I need to address.
[*] For weapons based off the original ammo types, they all use a derivative ammo class from the base game. Eg, shotguns use SZ_Shell, instead of Shell. There is no separation of these ammo types between classes - For example, the Shell ammo that SlayerGuy uses is the same Shell ammo that Doomguy uses.
[*] Now, there do exist separate fake inventory actors that alter the way ammo spawns. Case and point, D2Shell and AlphaShell. Yes, both of these items give the same Shell ammunition, but exist for different purposes. D2Shell spawns and is only visible ammunition for characters that are unable to acquire and use the Battle Rifle, while AlphaShell periodically spawns with Cartridge ammo. I found it pointless for other actors who can't use a given weapon to interact with, or even see, ammo types they can't use.
[*] All weapons do indeed define Inventory.RestrictedTo and VisibleToPlayerClass properties, and the Inventory.RestrictAbsolutely flag is enabled. Since spawners do spawn weapons for all classes at once, being able to interact with these weapons would reward the player with a needlessly high amount of ammo, which I wanted to avoid.
Hope that clears things up.
This isn't how I have the ammo set up at all in Zagemod. I'll try to give a brief rundown on what's going on.DabbingSquidward wrote:I assume every player class has their own ammo types (AlphaShell, D64Shell, D3Shell) to prevent picking up another class' weapon for ammo. You can use the INVENTORY.RESTRICTABSOLUTELY flag to prevent this from happening and still have all classes have the same ammo type.
In Hexen by default, since each class' weapons use either blue or green mana, you can pick up their weapons for ammo, but not in coop or deathmatch.
The flag serves as an extension to the RestrictedTo & ForbiddenTo properties.
[*] For weapons based off the original ammo types, they all use a derivative ammo class from the base game. Eg, shotguns use SZ_Shell, instead of Shell. There is no separation of these ammo types between classes - For example, the Shell ammo that SlayerGuy uses is the same Shell ammo that Doomguy uses.
[*] Now, there do exist separate fake inventory actors that alter the way ammo spawns. Case and point, D2Shell and AlphaShell. Yes, both of these items give the same Shell ammunition, but exist for different purposes. D2Shell spawns and is only visible ammunition for characters that are unable to acquire and use the Battle Rifle, while AlphaShell periodically spawns with Cartridge ammo. I found it pointless for other actors who can't use a given weapon to interact with, or even see, ammo types they can't use.
[*] All weapons do indeed define Inventory.RestrictedTo and VisibleToPlayerClass properties, and the Inventory.RestrictAbsolutely flag is enabled. Since spawners do spawn weapons for all classes at once, being able to interact with these weapons would reward the player with a needlessly high amount of ammo, which I wanted to avoid.
Hope that clears things up.