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Custom weapon can't be equipped in-game
Posted: Wed Jan 02, 2013 5:50 pm
by bleson
I downloaded a simple
weapon WAD and the first time I ran it, I was able to use the weapon just fine.
I played around with its properties on XWE, and upon testing the same WAD, the weapon can be picked up but for some reason had no way of being equipped.
Even after redownloading the original unaltered WAD, and using a different source port, I get the exact same problem. Scrolling through weapons fails to bring up said custom one, even though the player already has it. I can also pick it up just fine.
This problem has happened once before in a similar case. Could anyone suggest a cause?
Thanks.
RE: Custom weapon can't be equipped in-game
Posted: Wed Jan 02, 2013 6:03 pm
by -Jes-
The weapon is likely not assigned in a playerclass or keyconf.
Zandro requires either of these methods.
RE: Custom weapon can't be equipped in-game
Posted: Wed Jan 02, 2013 6:49 pm
by Ænima
Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon (as Jes said).
But if the weapon doesn't get selected even if you force it to via the console, then there's a different problem.
RE: Custom weapon can't be equipped in-game
Posted: Thu Jan 03, 2013 2:49 am
by bleson
Ænima wrote:
Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon.
Thanks, the weapon is now selectable that way.

RE: Custom weapon can't be equipped in-game
Posted: Thu Jan 03, 2013 3:02 am
by Ænima
bleson wrote:
Ænima wrote:
Bleson: When you playtest that wad, go to the console and type "Use _____" (whatever the weapon name is) and see if it gets selected. If so, then all you need to do is write a KEYCONF binding for that weapon.
Thanks, the weapon is now selectable that way.
You're welcome.
Players aren't going to want to have to type "select ____" in the console every time they wanna use that weapon, though. That means that sooner or later, you'll need to make a small KEYCONF lump which makes your weapon selectable via one of the number keys.
Code: Select all
weaponsection MyNewWeapons
addslotdefault 1 Flashlight
http://zdoom.org/wiki/KEYCONF
RE: Custom weapon can't be equipped in-game
Posted: Sat Jan 05, 2013 8:19 pm
by XutaWoo
Please don't use KEYCONF. Both
player classes and
weapons have DECORATE properties for such things and they work much better, as KEYCONF has a limit to the amount of weapons that can be bound to a key. If you really want something KEYCONF like, there's the
weapon slot property for MAPINFO's GameInfo definitions, though that's kind of overkill for something that doesn't have, well, maps.
RE: Custom weapon can't be equipped in-game
Posted: Sat Jan 05, 2013 9:11 pm
by Ivan
"Weapon.SlotNumber X" Solves pretty much all your problems. Be sure to have a valid sprite in it's spawn state too, that is another reason for weapons to be unselectable.