Yes, as Grimm says, you have now changed the pickup part of the weapon to be nothing more than something that gives you a weapon. It no longer gives you any health, nor does it have any other associated Berserk capabilities. So the best option would be to remove the pickup actor totally and just give the weapon itself a spawn state. The spawn state is what is used for a weapon's pickup - as Grimm said.
Grimm wrote:If you want the fists to be around too, add this:
Code: Select all
weaponsection ReXsWeapons
setslot 1 Fist
addslotdefault 1 Crowbar
Interesting. I have usually just replaced the entire slot when adding multiple weapons to a slot. eg here is my Burghead weapon section:
Code: Select all
weaponsection "BGPA"
setslot 1 NJFist NJElectroBlade NJDaystick NJBoot
setslot 2 NJStracherShotgun NJStracherPistol
setslot 3 NJPlasmaGun NJRapidChargeGun
setslot 4 NJThompson NJShotgun
setslot 5 NJLauncher2 NJLauncher1 NJRocketLauncher
setslot 6 NJManstopper NJRailGun
setslot 7 NJPlasmaPistol
setslot 8 NJHyperBall2 NJHyperBall1 //NJWraithVerge NJFreezeGun
Is there any advantage to either method?
@ReX, something worth pointing out, the setslot command effectively removes everything that was allocated to that slot so if you use it, you have to make sure you put any weapons that you want to appear in that slot in your definition, even if they are the default Doom ones.
eg setslot 3 Fist
would allocated the fist to button 3 but also remove the shotgun and supershotgun from the slot.
setslot 3 Fist Shotgun SuperShotgun
Would put the fist, shotgun and supershotgun onto slot 3 and, when pressing button 3, they would be selected in the order SSG, SG, Fist.