Netronian Chaos V.3.56: The Final, Last, Concluding Update

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Void Warrior
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Void Warrior »

By the way, I'm currently playing version 3.55 and noticed when I assigned the Drop Weapon Button in the GZDOOM settings (Not the same button from the mod!). When playing, the mod will assume that the weapon is not dropped, although the gun is on the ground. That is, it is necessary to assign a button from the mod.

Question: "Was it impossible to combine similar GZDOOM and mod commands?" It's just that sometimes I get confused when the actions are the same, and assigning to individual buttons is quite strange in my opinion. Or is there another reason?
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Captain J
 
 
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Captain J »

During the development... I mean frankly even to this day, i have no idea how to make a custom state that replaces existing weapon drop key. The default GZDoom one just drops weapon, not with the weapon token THAT does a crucial inventory managing job. Know that i'm not an expert when it comes to doom modding so i kept leaving it there. I'm sorry for this inconvenience since i did see people being confused over between default drop key and a custom one.

I would ask for a quick solution, if it's somewhat possible? And btw, you may redownload again since i freshly updated the mod! Thanks for the informative reply.
Void Warrior
Posts: 66
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Location: Russian Federation

Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Void Warrior »

Captain J wrote:During the development... I mean frankly even to this day, i have no idea how to make a custom state that replaces existing weapon drop key. The default GZDoom one just drops weapon, not with the weapon token THAT does a crucial inventory managing job. Know that i'm not an expert when it comes to doom modding so i kept leaving it there. I'm sorry for this inconvenience since i did see people being confused over between default drop key and a custom one.

I would ask for a quick solution, if it's somewhat possible? And btw, you may redownload again since i freshly updated the mod! Thanks for the informative reply.
Yeah, I see! Well, thanks for the answer. We can always reassign the keys - it's not a problem.

And yes, I checked in the new version: nothing has changed. Maybe over time you will learn how to do it after all.

The mod is still great!
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Captain J
 
 
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Captain J »

Void Warrior wrote:Yeah, I see! Well, thanks for the answer. We can always reassign the keys - it's not a problem.
Nothing's indeed impossible, but it's about how familiar you are with doom modding and stuff. Sadly i'm still not used to it albeit i did make the mod with my awesome friends' and peoples' help.
And yes, I checked in the new version: nothing has changed. Maybe over time you will learn how to do it after all.
Please be sure to check out the changelog of the update notice below. I find bugs that might be unheard from players.
The mod is still great!
Thank you!
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Matt
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Matt »

Captain J wrote:During the development... I mean frankly even to this day, i have no idea how to make a custom state that replaces existing weapon drop key. The default GZDoom one just drops weapon, not with the weapon token THAT does a crucial inventory managing job. Know that i'm not an expert when it comes to doom modding so i kept leaving it there. I'm sorry for this inconvenience since i did see people being confused over between default drop key and a custom one.
Would [wiki]OnDrop[/wiki] help?
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Captain J
 
 
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Captain J »

Is that for ZScript or ACS? Glad we've got a solution but i prefer the decorate way to solve it. Perhaps the name of GZDoom's weapon drop state itself?
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Tesculpture
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Re: Netronian Chaos V.3.56: The Final, Last, Concluding Upda

Post by Tesculpture »

Captain J wrote:- Every weapon are now affected on Weapon Vacuum option. Like Auto Handgun, Tiny Vulture, Assault Supporter, Annihilator, Coil Carbine, Anti-Armor Rifle, Full Auto and Long-Range Rifle.
Thank you for this. This makes the Heavy Pistol much more useful, since you can pick up stray Tiny Vultures to get more ammo for it.

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