I'm relatively new to GZDoom but not to doom, i've been modding doom for a long time (Mostly code and wad related content, I'm not good with maps so I tend to stay away from them) and a year back i started experimenting with 3D Models for doom, specifically with .md2, after i did a lot, i had to switch engines.
So now i'm here and i need help adding weapons, because although i can add them, give them, get them to shoot, etc, i can't get them a weaponslot, the gun itself only exists while the player is using it, afterwards the weapon hides, even when i have a lot of ammo and use the "IDKFA", so, how do i tie a weaponslot to my gun? 
Any and all help would be nice, thanks in advanced...
			
			
									
						
										
						Need help adding weapons
Moderator: Graf Zahl
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				Starscream2
- Stronghold Team
- Posts: 210
- Joined: Fri Aug 01, 2008 23:07
- Location: Aus
Re: Need help adding weapons
If you Don't already know, the Zdoom Wiki has most of your answers.
You Have to Use a KEYCONF Lump.
			
			
									
						
										
						You Have to Use a KEYCONF Lump.
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				Enjay  
- Developer 
- Posts: 4756
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
Re: Need help adding weapons
Actually, you don't have to use a keyconf lump these days. You can now define a player class and set the weapon slots there.Starscream2 wrote:You Have to Use a KEYCONF Lump.
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				Starscream2
- Stronghold Team
- Posts: 210
- Joined: Fri Aug 01, 2008 23:07
- Location: Aus
Re: Need help adding weapons
Well it depends wether or not you want to change the playerclass, but both ways work 
			
			
									
						
										
						
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				Graf Zahl  
- GZDoom Developer 
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Need help adding weapons
KEYCONF is obsolete. Regarding weapon it's merely there for backwards compatibility. The various DECORATE options are clearly preferred.
			
			
									
						
										
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				Agent ME  
- Posts: 229
- Joined: Mon Jan 02, 2006 12:39
Re: Need help adding weapons
If a mod were just adding one or a few weapons, I'd think just using a KEYCONF would be best. Then the mod would still work with other mods that define their own playerclasses with weapon slots defined there. But for a total-conversion type mod that isn't likely to be run with another weapons mod, I'd just define the weapon slots in the player class.