1. KEYCONF overrides everything else because of backward compatibility.TheUnbeholden wrote:Thats impossible because tons of old mods use it. Its unreasonable to ask every old wad to be changed. Weapon.SlotNumber should never be getting overwrittenedward850 wrote:Do not mix the deprecated KEYCONF with other weapon slot assignment methods!
http://www.zdoom.org/wiki/Weapon_slots
"This allows modders to add new weapons without completely redoing the player's arsenal. This method is to be favored when creating "weapon resource" mods as they are the easiest to merge in a project."
I thought this was supposed to be the best way, its says right there that its the best method since it adds a slot number without redoing the slots and no mention of KEYCONF being a problem. How do I get it to work then?
2. ZDoom only concerns itself, as far as backward compatibility, that mods A, B, and C work when used alone. Not necessarily that A, B, and C work when used all at once.
3. If you want to use seventy-twelve different weapon mods at the same time, feel free to edit the old ones that use KEYCONF to make them use Weapon.SlotNumber instead.