Need help adding weapons

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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JEFZ
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Need help adding weapons

Post by JEFZ »

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...
Starscream2
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Re: Need help adding weapons

Post by Starscream2 »

If you Don't already know, the Zdoom Wiki has most of your answers.
You Have to Use a KEYCONF Lump.
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Enjay
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Re: Need help adding weapons

Post by Enjay »

Starscream2 wrote:You Have to Use a KEYCONF Lump.
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
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Re: Need help adding weapons

Post by Starscream2 »

Well it depends wether or not you want to change the playerclass, but both ways work :wink:
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Graf Zahl
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Re: Need help adding weapons

Post by Graf Zahl »

KEYCONF is obsolete.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
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Re: Need help adding weapons

Post by Agent ME »

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.
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