- Variable name: Weapon.Clipclass
- Variable type: Actor Properties
- Variable function: In the event that a mod incorporates a reload mechanic & the primary & secondary firemodes of 1 of the weapons use separate magazines from each other, this variable will determine which ammo actors serve as the clip counters for that weapon (it is NOT meant to standardize reload state layouts themselves)
- Up to 10 "Weapon.ClipClassX" parameters can be defined (so separate clips for different toggled firemodes can be implemented. "Weapon.AmmoType" & "Weapon.AmmoGive" should also be changed to allow up to 10 each "Weapon.AmmoTypeX" & "Weapon.AmmoGiveX" parameters to be defined.)
A new DECORATE variable
Moderator: GZDoom Developers
-
Ultimate Freedoomer
- Posts: 226
- Joined: Fri Jan 30, 2015 10:32 pm
- Location: Pittman Center
- Contact:
A new DECORATE variable
I have an idea for a new DECORATE variable in Zdoom:
- Major Cooke
- Posts: 8215
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: GZBoomer Town
- Contact:
Re: A new DECORATE variable
Sounds like doomscript material to me.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: A new DECORATE variable
That description doesn't tell me anything what the engine is supposed to do with this value. I guess that means 'no'.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: A new DECORATE variable
I feel like this is already handled adequately enough in existing mods.
Re: A new DECORATE variable
If what you want is to create more ammo types for a given weapon, you can always use A_TakeInventory in the corresponding state. Some SBARINFO can also be helpful. Using that, you can create as many ammo types as you want and display them on the screen. The options are a lot, just be imaginative. 
-
Ultimate Freedoomer
- Posts: 226
- Joined: Fri Jan 30, 2015 10:32 pm
- Location: Pittman Center
- Contact:
Re: A new DECORATE variable
Could you elaborate on what you mean by "what the engine is supposed to do with this value" in this context? I'm assuming you mean something with default interfaces (the included full-screen HUDS in particular), but I'm not certain, so I'll withhold my answer until I get confirmation on if that's what you mean (& if not, an explanation of what you DO mean) so as to avoid assuming & sounding like even more of an idiot to you guys than I'm worried I already do at the moment.Graf Zahl wrote:That description doesn't tell me anything what the engine is supposed to do with this value. I guess that means 'no'.
-
Ultimate Freedoomer
- Posts: 226
- Joined: Fri Jan 30, 2015 10:32 pm
- Location: Pittman Center
- Contact:
Re: A new DECORATE variable
Well, the idea with "Weapon.ClipClass" is so Zdoom's included full-screen HUD (which only shows ammo coded to your active weapon with "Weapon.AmmoType") can display more than 2 clip counters & reserve counters per weapon. Also with this variable, the althud would be able to display more than 2 ammo counters in a weapon in the event you have the ALTHUD's ammo counter menu set to "current weapon" or "available weapon" rather than "all weapons".Lud wrote:If what you want is to create more ammo types for a given weapon, you can always use A_TakeInventory in the corresponding state. Some SBARINFO can also be helpful. Using that, you can create as many ammo types as you want and display them on the screen. The options are a lot, just be imaginative.
Re: A new DECORATE variable
http://zdoom.org/wiki/DrawNumber
I believe the droids you are looking for are over at that link.
and
Combined with that, it enables you to create practically limitless types of ammo And display them. It just requires a little bit of coding.
Example: Check if you're holding specific weapon and draws numbers with Ammo<type1,type2,type3,etc.> for that weapon, each at its specified place on the screen. I can make a weapon with 3 different ammo types using this. Yes, the easy way ends when you have used up both Weapon.AmmoType1 and 2, but it's not impossible to continue expanding further upon the ammo spending and types, just requires more DECORATE and a lil bit of SBARINFO.
EDIT: As for the alt hud, I dunno what to say there. I don't use it at all. But if Graf said no - Graf said no. So sayeth thy Lord.
I believe the droids you are looking for are over at that link.
Code: Select all
Ammo <AmmoType>Code: Select all
AmmoCapacity <AmmoType>Code: Select all
IsSelected [not] <weapon1> [, <weapon2>]Example: Check if you're holding specific weapon and draws numbers with Ammo<type1,type2,type3,etc.> for that weapon, each at its specified place on the screen. I can make a weapon with 3 different ammo types using this. Yes, the easy way ends when you have used up both Weapon.AmmoType1 and 2, but it's not impossible to continue expanding further upon the ammo spending and types, just requires more DECORATE and a lil bit of SBARINFO.
EDIT: As for the alt hud, I dunno what to say there. I don't use it at all. But if Graf said no - Graf said no. So sayeth thy Lord.