If there's one thing I'm currently experiencing some frustration with, is the fact that keyconf overrides EVERY METHOD when using setslot.
Now, I could override the player's PickNext/PrevWeapon as I'm assuming those deal with "weapnext" and "weapprev", but that seems like a bit of a crutch. Simply put, I'm trying to find a way to add weapons on top of those that have 'setslot' used upon them. It'd be appreciated if there was a way to interpret them as 'added on' instead of 'this and only this'.
Override KEYCONF weapon slots ability
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- Major Cooke
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- Graf Zahl
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Re: Override KEYCONF weapon slots ability
Can't be done. The only way to make it less invasive would be to outright disable it. And no matter what I try - anything would outright break any old mod using this method. This had been deprecated for ages, for exactly the reasons you state. But I am powerless when people still use it instead of better methods.
- Major Cooke
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Re: Override KEYCONF weapon slots ability
I was hoping there could be some sort of flag, a MAPINFO flag in particular or perhaps a weapon flag where, if assigned, it's always set to the slot regardless of keyconf.
Or is there no way to do even that?
Or is there no way to do even that?
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Override KEYCONF weapon slots ability
The problem here is how KEYCONF is implemented. It's an either-or proposition. The feature is a mess and the only way to be safe from it is not to use it and tell people who still do that they do things wrong.