MantisBT - Zandronum
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0002833Zandronum[All Projects] Suggestionpublic2016-09-13 00:322019-06-04 21:54
Ivan 
Dusk 
normalminorN/A
newopen 
3.0-beta 
 
0002833: A flag/way to disable "Random" class option in class based games
As the title says, the random class is a pain to deal with and it causes problems in my mod DnD. It breaks player weapon giving scripts.
No tags attached.
png norandomclass.png (85,106) 2016-09-13 22:22
/tracker/file_download.php?file_id=1886&type=bug
png
Issue History
2016-09-13 00:32IvanNew Issue
2016-09-13 12:35Edward-sanNote Added: 0015625
2016-09-13 14:03IvanNote Added: 0015626
2016-09-13 14:04IvanNote Edited: 0015626bug_revision_view_page.php?bugnote_id=15626#r9497
2016-09-13 18:11Edward-sanNote Added: 0015628
2016-09-13 18:29IvanNote Added: 0015631
2016-09-13 18:43IvanNote Edited: 0015631bug_revision_view_page.php?bugnote_id=15631#r9499
2016-09-13 22:22Edward-sanFile Added: norandomclass.png
2016-09-13 22:24Edward-sanNote Added: 0015633
2016-09-13 23:27IvanNote Added: 0015637
2016-09-13 23:30DuskNote Added: 0015638
2016-09-13 23:30DuskAssigned To => Dusk
2016-09-13 23:30DuskStatusnew => assigned
2017-02-16 02:09IvanNote Added: 0016867
2017-02-16 20:24CutmanNote Added: 0016868
2017-02-16 20:52CutmanNote Edited: 0016868bug_revision_view_page.php?bugnote_id=16868#r10191
2017-02-16 20:52CutmanNote Edited: 0016868bug_revision_view_page.php?bugnote_id=16868#r10192
2017-02-16 22:21IvanNote Added: 0016869
2019-06-04 21:54DuskStatusassigned => new

Notes
(0015625)
Edward-san   
2016-09-13 12:35   
What about 'norandomplayerclass' in MAPINFO gameinfo block?
(0015626)
Ivan   
2016-09-13 14:03   
(edited on: 2016-09-13 14:04)
Is Gameinfo even recognized in 3.0? It appears that it is not on my end, trying the example from that link.

EDIT: Getting this when I just copy over the example:'https://www.dropbox.com/s/t5ch8m64xj3l6yd/Screenshot%202016-09-13%2017.04.18.png?dl=0 [^]'

(0015628)
Edward-san   
2016-09-13 18:11   
You're doing it wrong, I'm talking about this:


gameinfo {
norandomplayerclass = true
}


which should be added in MAPINFO lump.
(0015631)
Ivan   
2016-09-13 18:29   
(edited on: 2016-09-13 18:43)
It doesn't seem to be doing anything.

EDIT: Example test file:'https://www.dropbox.com/s/hys7a7wva8rg0w2/classtest.wad?dl=0 [^]'

(0015633)
Edward-san   
2016-09-13 22:24   
With the provided example wad I see no 'random' option, as the screenshot shows. Are you talking about something else?
(0015637)
Ivan   
2016-09-13 23:27   
In the class select menu that pops up when you join an online game. I should have stated it was not singleplayer related.
(0015638)
Dusk   
2016-09-13 23:30   
The menu simply doesn't account for this gamemode flag and assumes that random is always available.

IIRC ZDoom intentionally made it so that you can still use the random class from console, which is why it still works from the menu.
(0016867)
Ivan   
2017-02-16 02:09   
What's progress/decision on this? It's a bit gamebreaking for one of my mods.
(0016868)
Cutman   
2017-02-16 20:24   
(edited on: 2017-02-16 20:52)
Could you post the weapon script(s) that are breaking because of it? My work around for this is to give the player classes their own unique dummy inventory items in DECORATE (i.e player.startitem "class1") and have the script use CheckInventory instead of PlayerClass or whatever.

(0016869)
Ivan   
2017-02-16 22:21   
This is part of a code that executes in an ENTER script:'http://pastebin.com/c5Zt6aHc [^]'

What happens is, if you get a different class through random after the round begins in a Survival game, your stuff is gone and you simply get no weapons to begin with.

I have some mod specific reasons as to why I'm giving starting weapons like this, so that's required that I do give weapons via scripts, and only once.