General help and assistance forum.
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7ony
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#1
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by 7ony » Sun Mar 29, 2020 1:20 am
When attempting to create a cooperative multiplayer game using Brutal Doom v21 and Doom 2 on The Sentinel's Playground, I am having trouble enabling infinite ammo.
I tried using
sv_infiniteammo = 1 and also tried enabling infinite ammo in the server settings (Flags > DM Flags > Infinite Ammo). Either way, ammo still runs out as normal.
Here is a screenshot of my server settings (click to enlarge):
Any help would be appreciated. Thank you.
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penguin
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#2
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by penguin » Tue Mar 31, 2020 3:04 am
sv_infiniteammo has no effect because brutal doom uses A_Takeinventory to reduce ammunition.
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Fused
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#3
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by Fused » Tue Mar 31, 2020 2:15 pm
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.
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TDRR
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#4
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by TDRR » Tue Mar 31, 2020 10:02 pm
Fused wrote: ↑Tue Mar 31, 2020 2:15 pm
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.
Actually, Zandronum has a built-in flag in A_TakeInventory for that: TIF_NOTAKEINFINITE
So there's no need to hack around with items and such.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
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penguin
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#5
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by penguin » Wed Apr 01, 2020 2:53 am
But it's easier to keep adding ammo than to replace the code.
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Fused
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#6
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by Fused » Fri Apr 03, 2020 8:34 am
TDRR wrote: ↑Tue Mar 31, 2020 10:02 pm
Fused wrote: ↑Tue Mar 31, 2020 2:15 pm
As a solution, you could bind your fire key to fire, and then give full ammo.
Otherwise you will have to ask Mark for an item that can replicate the effect, so the weapons can check for it and determine if it has to remove ammo.
Actually, Zandronum has a built-in flag in A_TakeInventory for that: TIF_NOTAKEINFINITE
So there's no need to hack around with items and such.
I don't think that flag is compatible with Zandronum. Even then, it would require to be added to the mod. So the best solution is to just bind an extra command.
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TDRR
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#7
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by TDRR » Fri Apr 03, 2020 11:04 pm
Fused wrote: ↑Fri Apr 03, 2020 8:34 am
I don't think that flag is compatible with Zandronum. Even then, it would require to be added to the mod. So the best solution is to just bind an extra command.
It is indeed compatible with Zandronum (And has been since 2.0, if not a bit earlier), but yes you are right in that it's easier to bind an extra command. Might be worth taking into account for the next update (That is, if Mark decides to actually implement it

).
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a
Discord server for my projects.