Deleting Monster/Weapon Classes?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- ReedtheStrange
- Posts: 226
- Joined: Sun Sep 11, 2011 3:27 pm
Deleting Monster/Weapon Classes?
Hello, I'm making a megawad/game and I'm cleaning up every last trace of Doom, or any other game. I would like to know if there are any DECORATE commands similar to "clearplayerclasses" that could remove all of the orignial weapons, decoration and monster.
- 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: Deleting Monster/Weapon Classes?
The most you'll be able to do is account for all ways that the player could gain access to those classes. Alter your KEYCONF or player classes and reset the weapon slots so that the original weapons won't appear when using the number keys or mouse wheel, and just make sure that the original sprites don't appear in your new IWAD.
It's inherent to ZDoom that, if sprites are present, players may use Give/Summon commands to make classes from any supported game appear. There is no way to disable this - basically, just try your best to make it function as intended for regular players and pay no mind to those people who would rather import a Super Shotgun and blast stuff.
It's inherent to ZDoom that, if sprites are present, players may use Give/Summon commands to make classes from any supported game appear. There is no way to disable this - basically, just try your best to make it function as intended for regular players and pay no mind to those people who would rather import a Super Shotgun and blast stuff.
Re: Deleting Monster/Weapon Classes?
No need for KEYCONF at all these days. MAPINFO's GAMEINFO block takes care of everything that's not actual alias-binding. Making a new player class and redefining things that way is the way to go.wildweasel wrote:Alter your KEYCONF or player classes and reset the weapon slots so that the original weapons won't appear when using the number keys or mouse wheel.
The end-all solution to this, if your project allows it, is to make it an IWAD. ZDoom doesn't let you use items that don't have proper sprites loaded, which offers some additional "protection" against accidental Doomthing usage. Hacx 2.0 works pretty standalone as a result.
Re: Deleting Monster/Weapon Classes?
Another thing you can do is replace all the weapons/monsters with empty actors via decorate ("Actor x replaces y"), but that is probably the least efficient way. Just putting it out here.