"Always pistol start" Gameplay option

Moderator: GZDoom Developers

Post Reply
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

"Always pistol start" Gameplay option

Post by phi108 »

Currently I have a keypress assigned to "nextmap" so that On the stats screen, I can press a key to pistol-start the next map. But this gets to be very inconvienient.

Could an "Always pistol start" option be added to the Gameplay Options menu? Should it only apply to singleplayer, or coop as well?
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: "Always pistol start" Gameplay option

Post by Snarboo »

Xaser suggested a similar function for mapinfo, which I believe was added. You could create a custom mapinfo lump for Doom and Doom 2 wads so every map is a pistol start. I can't remember the functions name off hand, though.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: "Always pistol start" Gameplay option

Post by phi108 »

Claustrophobia 1024 maps are playable from pistol starts, but the Mapinfo doesn't force it. Nor should it. Players should be able to play through it as they want to. Only when the mapper needs to force pistol starts should the mapinfo option be used.

Though i guess editing the Mapinfo would be the only option for a full play through of pistol starts, aside from a "nextmap" button.
skadoomer
Posts: 1026
Joined: Fri Sep 05, 2003 12:49 pm

Re: "Always pistol start" Gameplay option

Post by skadoomer »

This can be handled with a simple script.

Code: Select all

#include "zcommon.acs"
#Library "PstlStrt"

Script 999 Enter
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Clip", 5);
GiveInventory("Pistol", 1);
}
Compile that and load the library through the LoadACS lump. Instant pistol starts on every map. If you want i can make a complied version for you.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: "Always pistol start" Gameplay option

Post by Ghastly »

Yeah, it's a MapInfo option, now (Thankfully, since the script wasn't 100% foolproof, when it came to certain things, if I recall correctly). Can't recall the name, though...
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: "Always pistol start" Gameplay option

Post by Gez »

"ResetInventory" I think.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: "Always pistol start" Gameplay option

Post by Project Shadowcat »

skadoomer wrote:This can be handled with a simple script.

Code: Select all

#include "zcommon.acs"
#Library "PstlStrt"

Script 999 Enter
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Clip", 5);
GiveInventory("Pistol", 1);
}
Compile that and load the library through the LoadACS lump. Instant pistol starts on every map. If you want i can make a complied version for you.
That's only going to give you a grand total of 25 bullets, you know. :P When mentioning ammo, you have to give exact values (like GiveInventory("Clip", 30); ) and account for weapons given.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: "Always pistol start" Gameplay option

Post by phi108 »

That script has problems when it comes to weapo mods.

Like with perkistans smooter weapons mod, it needs "PerkPistol" and "PerkFist", and with my weapon mod, it needs "1911gun" and "Boxfist".

The mapinfo option seems like the best available option.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Re: "Always pistol start" Gameplay option

Post by HotWax »

From a player standpoint, you can simply turn off autosaving to acheive this effect. (disableautosave 1 prevents the autosave on map entry but still allows maps to call for an autosave via ACS)
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”