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Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Tue Sep 14, 2021 7:16 pm
by ClessxAlghazanth
Would it be possible to make it (or add a option to) freeze time with one button/mouse click so you wouldn't have to keep pressing the assigned button while browsing the weapons ? (As in gearbox)

Best regards

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Fri Sep 24, 2021 9:08 pm
by XASSASSINX
As in, you can just press it once instead of holding it?

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Mon Sep 27, 2021 12:37 am
by ClessxAlghazanth
XASSASSINX wrote:As in, you can just press it once instead of holding it?


It just appears for a moment and immediately disappears if I do so :roll:

I have to keep the button pressed in order to keep it on the screen

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Sun Dec 05, 2021 10:50 am
by zeboz
i cant find the weapon wheel bind in the customize controls menu (im using gzdoom by the way)

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Fri Dec 17, 2021 5:31 pm
by demonskiller
Hi really like this mod, feels great, and Looks outstanding.

There is only one thing that bother me. Each time I select a weapon I hear a gun shot. And it's annoying because you don't know if you shot your gun accidentally or there is some zombie near that is trying to kill you

The sound I am hearing is the menu/choose, with brutal doom it's the rifle sound

I think when you choose a weapon you don't have to hear any sound, it should work like keyboard keybinds for you arsenal, each time you select a gun with your keyboard you don't hear anything

Can you remove that sound?, or at least add an option to silent it

Thanks!!

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Sun Dec 19, 2021 4:19 pm
by demonskiller
I found another issue, looks like the weapons disappear from the wheel, except for the grenades and when you try to use the wheel the game crashes. That happens after load a game. And I was using this mod with Brutal Doom platinum and Deathless WAD, I don't know, but maybe that is related

The bug is in the file zscript/pyw/ev_drawer.zsc, line 24 and it is an "array access out of bounds"

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Fri Dec 24, 2021 8:47 am
by demonskiller
Hi,
At the end, in the last comment I was wrong, it wasn't really an issue, it was me messing around, sorry. The addon works great for me.
Just, in the direction of the changes I suggested, the wheel could be even greater without the sound we listen moving the cursor or choosing a weapon.

Code: Select allExpand view
   StaticText ""
   Option "Mute wheal", "py_weaponwheel_sound", "OnOff"
   PWWStaticText "Silent wheel when the pointer is moving or"
   PWWStaticText "choosing a weapon."


Adding this in the MENUDEF.txt, line 30

Code: Select allExpand view
user bool py_weaponwheel_sound = true;


Adding this in the CVARINFO.txt, line 1

Code: Select allExpand view
   if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
   {
      S_Sound("menu/choose",5);
   }


And changing line 845 for this in the zscript/pyw/eve_core.zsc

Code: Select allExpand view
   if(CVar.GetCVar("py_weaponwheel_sound", players[0]).GetInt()==true)
   {
      S_Sound("menu/change",5);
   }


And then, changing line 659 for this in the zscript/pyw/eve_core.zsc

I think it's a nice enhancement for the next release if there is any

Thanks!!

Re: [WIP] PyWeaponWheel v0.3 - Universal weapon wheel!

PostPosted: Sat Apr 16, 2022 10:54 pm
by Artzo
How do you bind the weapon key? I am very perplexed as I cannot figure it out whatsoever. :(