Probably not possible, but asking anyways: is it possible to open up Weapon.SelectionOrder for the player to customise?
I tried the obvious idea of using GetCVAR in the properties but that just throws an error as its expecting a flat value.
Walpurgis has 2 weapons to slots 2 and 3, so I was just having a ponder moment of whether, if they preferred the spear to come out before the wand, they could choose that behaviour (a little like the old sort-able weapon select from Unreal Tournament 1 I guess?).
Weapon.SelectionOrder customisable by player?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- eharper256
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Re: Weapon.SelectionOrder customisable by player?
The code (in ZScript) below is untested, but do experiment with it:
Code: Select all
class BlahWeapon : BlahParentWeapon
{
override void Tick ()
{
SelectionOrder = int(GetCVar("blahcvar"));
Super.Tick();
}
}
- eharper256
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Re: Weapon.SelectionOrder customisable by player?
Thanks, that's worth considering. I really should convert my weapons to ZScript to match other things, but I always go green at the prospect of adding semicolons to thousands of lines then fishing for each of the inevitably missed ones.Blue Shadow wrote: ↑Fri Aug 23, 2024 9:23 am The code (in ZScript) below is untested, but do experiment with it:
Code: Select all
class BlahWeapon : BlahParentWeapon { override void Tick () { SelectionOrder = int(GetCVar("blahcvar")); Super.Tick(); } }
