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 Post subject: KEYCONF trouble with SetSlot
PostPosted: Fri Apr 03, 2009 13:15 
Mr. Impatience

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Stronghold Team

Joined: Sun Nov 13, 2005 23:15
Posts: 3420
Location: Germany
This problem is existing in 1.2.01 but not in 1.1.06, that's what I can say so far. Here is the code for the KEYCONF lump in question (from UTNT)
Code:
clearplayerclasses
addplayerclass Marine
addplayerclass Scout
addplayerclass Commando

weaponsection "TNT3-New Weapons"

setslot 2 NewPistol           
setslot 3 NewShotgun NewSuperShotgun
setslot 4 NewChaingun STMinigun
setslot 6 PlasmaRifle Flamer
setslot 8 PyroCannon

So the problem is that in the latest version of GZDoom, I can't select the Rocket Launcher, the Fist and the BFG9000 anymore although I haven't touched slots 1, 5 or 7 in any way. The only weapons available are those for which I have applied a weapon via "setslot". In 1.1.06 this worked as intended. "Setslot" redefined the slots, and all the other slots stayed the same making it possible to select the Rocket Launcher, the Fist and the BFG.


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 Post subject: Re: KEYCONF trouble with SetSlot
PostPosted: Fri Apr 03, 2009 18:44 
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Hosted

Joined: Wed Jul 20, 2005 9:48
Posts: 5130
Location: Germany
If this bothers you, please re-report at zdoom's bugs forum. This is a result of the weapon slots redesign. Since weapon assignments are now local to each player class your definitions no longer inherit the DoomPlayer's weapon assignments - and this can't be changed back without breaking the entire system.


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 Post subject: Re: KEYCONF trouble with SetSlot
PostPosted: Sat Apr 04, 2009 14:25 
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Hosted

Joined: Tue Jul 11, 2006 18:36
Posts: 1123
Tormentor667 wrote:
So the problem is that in the latest version of GZDoom, I can't select the Rocket Launcher, the Fist and the BFG9000 anymore although I haven't touched slots 1, 5 or 7 in any way. The only weapons available are those for which I have applied a weapon via "setslot".

I know this is not the optimal solution, but couldn't you define Slot 1 for the fist, Slot 5 for RL, & Slot 7 for BFG?


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 Post subject: Re: KEYCONF trouble with SetSlot
PostPosted: Sat Apr 04, 2009 16:27 
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SVN Team

Joined: Mon Oct 22, 2007 16:47
Posts: 676
It's for an already-released mod.

It's odd that a class that inherits from DoomPlayer doesn't inherit from its slots as well; if it would break the system maybe it should be redesigned in a more robust manner... :?


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 Post subject: Re: KEYCONF trouble with SetSlot
PostPosted: Sat Apr 04, 2009 17:17 
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Hosted

Joined: Wed Jul 20, 2005 9:48
Posts: 5130
Location: Germany
The class in question does not inherit from the DoomPlayer - and that's the problem here.


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