Hello m8f
I have discovered a very minor conflict when using your IDCLEVer alongside Perk's Smooth Weapons Enhanced v3.0 (
viewtopic.php?f=43&t=32628). When pistol starting a new map, you start with all your weapons "holstered" (as in, no weapons are drawn). If you press either the pistol or fist hotkey, then everything will work as normal without issue. The only problem is that Doomguy does not draw his pistol on spawning in a new level anymore. I tried alternating the load order of these two mods, but it made no difference. How would I go about adding a check for IDCLEVer to make sure the "Smooth Pistol" gets drawn at mapstart if using Smooth Weapons? Or even just a quick edit of drawing Smooth Pistol anyway without checking if Smooth Weapons is loaded too.
This is how ZPerkHandler.zs looks like at the start
Code: Select all
//===========================================================================
//
// Handle player spawn
//
//===========================================================================
override void PlayerEntered(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
}
override void PlayerRespawned(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
}
//===========================================================================
//
// Give smooth weapons to spawned player
//
//===========================================================================
void SetupPlayer(PlayerPawn pmo)
{
if (pmo.FindInventory("Pistol"))
{
pmo.TakeInventory("Pistol", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkPistol", 1);
pmo.TakeInventory("Clip", 20);
}
if (pmo.FindInventory("Fist"))
{
pmo.TakeInventory("Fist", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkFist", 1);
}
}
Apart from this, I have another question, regarding the Doom Complete WAD Smoosh.
How would I go about making the Level Menu compatible with doom_complete.pk3 (the smooshed WAD that includes Ultimate Doom, Doom2, TNT, Plutonia, Master Levels, Sigil, No Rest For the Living), so that it can properly show all of its levels in the menu? Right now, when using IDCLEVer with doom_complete.pk3, the level menu just appears empty.