Pull Request
Since we have the Default available to us, and there just so happens to be the handy CheckAddToSlots virtual at our disposal, it's the perfect opportunity to allow for some more creative weapon selecting organization for modders all around.
This change ensures that, while SlotNumber and SlotPriority can be changed, the main weapon selecting used by the engine itself does not. Thus, modders can create their own selection algorithms without fear of breaking the engine's.
SlotNumber/Priority Meta Removal
Moderator: GZDoom Developers
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- Lead GZDoom+Raze Developer
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Re: SlotNumber/Priority Meta Removal
Please post a legitimate use case - this looks like a hack to serve some immediate goal.
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Re: SlotNumber/Priority Meta Removal
Currently I have to give weapons an inventory item that acts as a slot number and priority in order to perform what I want, but this can be problematic at times and, in and of itself, is a massive hack. Furthermore, searching for inventory within an inventory actor certainly doesn't strike me as sane either.
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Re: SlotNumber/Priority Meta Removal
What is that use case? "I need it" doesn't cut it.Major Cooke wrote:what I want, .
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Re: SlotNumber/Priority Meta Removal
Two use cases I have:
1. Enables me the ability to disable certain weapons from being selectable when possessing a stronger variant. In this case, I'm using a global system to manually search through weapons because the system was developed to encapsulate all player actors without needing to implement anything on the player side.
2. This allows me to group weapons in subsets. In one mod I have a bunch of specific weapons in one slot:
With it enabled, that shortens the list to:
This cannot be implemented on separate players since the system is in a library package that reads keybinds for "slot <x>", "weapnext" and "weapprev" and overrides them, since otherwise keyconf blocks their use. Since it was designed to allow mods to run together, it had to be done this way. This prevents other mods needing to modify their player actors to be compatible.
As such, having the ability to set the specific numbers would make this a lot more possible without the use of hacks.
1. Enables me the ability to disable certain weapons from being selectable when possessing a stronger variant. In this case, I'm using a global system to manually search through weapons because the system was developed to encapsulate all player actors without needing to implement anything on the player side.
2. This allows me to group weapons in subsets. In one mod I have a bunch of specific weapons in one slot:
- Rail Rifle
- Ballista Rifle
- Demon Tech Plasmatic Rifle
- Legendary Plasmatic Rifle
- Enraged Legendary Plasmatic Rifle
- Nemesis Plasmatic Rifle
With it enabled, that shortens the list to:
- Rail Rifle
- Ballista Rifle
----- USER3/4 cycles through the following. - Demon Tech Plasmatic Rifle
- Legendary Plasmatic Rifle
- Enraged Legendary Plasmatic Rifle
- Nemesis Plasmatic Rifle
This cannot be implemented on separate players since the system is in a library package that reads keybinds for "slot <x>", "weapnext" and "weapprev" and overrides them, since otherwise keyconf blocks their use. Since it was designed to allow mods to run together, it had to be done this way. This prevents other mods needing to modify their player actors to be compatible.
As such, having the ability to set the specific numbers would make this a lot more possible without the use of hacks.
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Re: SlotNumber/Priority Meta Removal
Meh, at the end of the day I've given up on this, I'll just stick with the inventory adding.