Ribo Zurai wrote:Nevermind, the ammo thingy was a mistake of my part. Still trying to understand how the ammo system functions.
However, still don't understand about the weapons: the sword, the XM27, the Mars B assault rifle, and many others - those pickups give me no weapons at all. The Sturmman M97 Shotgun also is not given to me if I'm holding the VSK7 Nightshade, and viceversa.
AH, now this makes more sense:
TheRailgunner wrote:As is the faux-inventory system - weapons are now confined to four slots, but weapons in each slot can be scrolled through using User3 and User4. The downside is that I have to essentially redo much of the Decorate work over again for Extra Weapons; I have to make compatible versions of each of the weapons in the base mod so the additional weapons don't break the system.
Basically, the weapons (or, more properly, placeholder inventory actors that tell the mod to give you the weapon when you scroll to it) are there, but I've effectively removed multi-weapon slots and a 1-10 weapon organization scheme - in keeping with this, as soon as you have a weapon equipped in a given slot (i.e., the first weapon of that type you acquire), you won't automatically switch to additional weapons you gather in the same category. Hence, if you pickup a VSK7 with no Secondary weapon, you'll switch to it immediately, but picking up a VSK9, M97, or DGA-3 afterward will not trigger a switch (it helps that this makes gathering weapons in general less inconvenient, as the flow of combat is not interrupted by a sudden weapon switching animation). I intend to give many weapons much greater rarity in the near future. The sword is not a weapon in its own right (it was some over a year ago, and I've considered bringing that back again); rather, it can be used as a powerful, life-stealing quick melee while holding literally any weapon by using User2 (for The Trooper, this is T; Q is tied to User1, which triggers the Knife quick melee).
The keybinds I have set for User3 and User4 are F and G, respectively - as for User5-10 (from the mod's KEYCONF.txt):
Code: Select all
Defaultbind V User5
Defaultbind B User6
Defaultbind H User7
Defaultbind J User8
Defaultbind U User9
Defaultbind K User0
Defaultbind Y AltReload
Also of note (which I curiously forgot to mention) is the
Voluntary Alternate Reload Function - this mainly serves to load your underbarrel grenade launchers, at least for now.
It would seem that those files are missing from my Dropbox; I'll have to reupload them and update the links soon. Speaking of updates, I uploaded a quick fix for a bug with the GPMG's reload.
EDIT: Edited a bunch, just figured I'd at least say so.