I am currently working on implementing ID24 support into Shuffle - I hadn't touched it for a while and was daunted by the prospect of trying to include the new assets in such a way that the mod could actually be played with Legacy of Rust. The mod will load fine, but I've hit a snag - while the old RandomSpawner class works for the new monsters when using the Deh_Actor_xxx, the way that the weapons are implemented means that even if I try to replace ID24Incinerator, ID24Fuel, etc. the mod will still use the RandomSpawner for the PlasmaRifle, Cell, etc meaning the only way I can spawn the new weapons is by adding them into the PlasmaRifle spawner and giving them a higher drop rate.
However, I have been able to load Shuffle with LoR properly via Doom Fusion thanks to this handy-dandy piece of ZScript included in the compiled .ipk3:
Code: Select all
class Id1WeaponHandler : EventHandler
{
override void CheckReplacement (ReplaceEvent e)
{
int weapSwap = CVar.FindCVar("wf_id1_weapswap").GetInt();
string mapName = level.MapName.MakeLower();
if ( ( weapSwap == 1 && mapName.Left(3) == "lr_" ) || weapSwap >= 2 )
{
if ( Level.MapTime == 0 )
{
if (e.Replacee is "PlasmaRifle")
e.Replacement = "Incinerator";
if (e.Replacee is "BFG9000")
e.Replacement = "Heatwave";
if (e.Replacee is "Cell")
e.Replacement = "Fuel";
if (e.Replacee is "CellPack")
e.Replacement = "FuelTank";
}
}
}
}
Any help would be appreciated.