Oh my god you might've just saved at least three of my projects from eternal damnation in development hell. Would it be okay with you if I were to take this and implement it into those projects as a feature? Thank you thank you thank you for this regardless.
There's a typo in menudef, I noticed. "Options take effeft on level start"
What do you think about giving the player not only the option to choose starting ammo but also starting weapons? This would make it closer to DUSK's Loadout feature
Edit: Just remembered that High Noon Drifter also has CVARs to toggle starting weapons. Would indeed be nice as a global/universal mod.
RedoLane wrote:Great work! Does it force pistol start when you start the next map, or only at the very first one?
This mod gives you default weapons on each map you start.
Jimmy wrote:Oh my god you might've just saved at least three of my projects from eternal damnation in development hell. Would it be okay with you if I were to take this and implement it into those projects as a feature? Thank you thank you thank you for this regardless.
There's a typo in menudef, I noticed. "Options take effeft on level start"
Of course it's okay! I'm glad if this minimod helps. I added a license for clarification. Typo is fixed, thanks
DabbingSquidward wrote:What do you think about giving the player not only the option to choose starting ammo but also starting weapons? This would make it closer to DUSK's Loadout feature
Currently I'm not sure about how to add universal starting loadout feature.
Minor update (v0.3):
- added "Keep this weapon" feature. Select a weapon, press "Keep this weapon" key (binded in controls), and this weapon will not be taken away on next level start. If you don't have it, it won't be added, though. Note that ammo for kept weapons is not kept.
Forgot to ask, does the "control starting ammo amount" feature work with mods that have modified or additional ammo types?
Re: [minimods] IDCLEVer Starter, Armament Tuning
Posted: Fri Jun 29, 2018 10:10 am
by m8f
Yep, should work for everything listed as .StartItem and inherited from Ammo class.
Update: added Armament Tuning minimod, see OP for details.
Re: [minimods] IDCLEVer Starter, Armament Tuning
Posted: Thu Jul 12, 2018 9:16 am
by StroggVorbis
I found a bug regarding Armament Tuning. Because the least amount of ammo given from a pickup by the multiplier is 1, this also applies to weapons that explicitly define a Weapon.AmmoGive of 0. Examples include mods with weapons that feature reloading, such as Weapons of Saturn, so each picked up weapon fills up the magazine as well as the reserve.
Edit: would be nice to extend the "Don't crush weapons" option to dropped ammo and other items as well.
Don't know if this could be added too or deserves to be its own thing, but I'd wish for (if possible) a universal mod to change/double/speed up weapon switch speeds.
You're awesome, keep up the good work :)
Re: [minimods] IDCLEVer Starter, Armament Tuning
Posted: Thu Jul 12, 2018 9:37 am
by m8f
Oh, indeed. Thanks for noticing and reporting!
Edit: Armament Tuning update (v0.2):
- fixed giving ammo when original ammo amount is 0;
- added "Disable ammo crushing" option.
Re: [minimods] IDCLEVer Starter, Armament Tuning
Posted: Thu Jul 12, 2018 9:43 am
by StroggVorbis
Sorry, I edited my post and added to it while you were replying ยด:-)
Update: added standalone Laser Sight.
The only difference between this version and version in Weapon Menu is Scale option.
Laser Sight will be removed from Weapon Menu in next update. Integration with Weapon Menu and Target Spy will be preserved.
Laser Sight update 2018-08-07 (v0.2): made color fully customizable.
Laser Sight is updated. It is rewritten in pure ZScript. Side effect of this rewrite is complete smoothness, Laser Sight looks much better now. All features are preserved.
Laser Sight bugfix update (v0.3.1). Fixes:
- fixed crash when looking at the sky. This was very stupid of me.
- fixed disappearing laser pointer after respawning;
- decreased minimal laser pointer size.
Also it seems that I haven't announced adding Customize Controls V2 to minimods list.
Customize Controls V2 is just a list of standard GZDoom controls, organized into categories. Also it includes "Extra" page that contains controls that are defined, but are missing in original Customize Controls menu.
With regards to the Laser Sight:
-Could there be an option, when using this with target spy, for a unique laser colour when aiming at a friendly target?
-Would it be possible to implement an actual visible beam, as opposed to just a dot at where you're aiming?