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IDProjectCategoryView StatusDate SubmittedLast Update
0002833Zandronum[All Projects] Suggestionpublic2016-09-13 00:322019-06-04 21:54
Assigned ToDusk 
PlatformOSOS Version
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0002833: A flag/way to disable "Random" class option in class based games
DescriptionAs 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.
Attached Filespng file icon norandomclass.png [^] (85,106 bytes) 2016-09-13 22:22

- Relationships

-  Notes
User avatar (0015625)
Edward-san (developer)
2016-09-13 12:35

What about 'norandomplayerclass' in MAPINFO gameinfo block?
User avatar (0015626)
Ivan (reporter)
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: [^]

User avatar (0015628)
Edward-san (developer)
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.
User avatar (0015631)
Ivan (reporter)
2016-09-13 18:29
edited on: 2016-09-13 18:43

It doesn't seem to be doing anything.

EDIT: Example test file: [^]

User avatar (0015633)
Edward-san (developer)
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?
User avatar (0015637)
Ivan (reporter)
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.
User avatar (0015638)
Dusk (developer)
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.
User avatar (0016867)
Ivan (reporter)
2017-02-16 02:09

What's progress/decision on this? It's a bit gamebreaking for one of my mods.
User avatar (0016868)
Cutman (reporter)
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.

User avatar (0016869)
Ivan (reporter)
2017-02-16 22:21

This is part of a code that executes in an ENTER script: [^]

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.

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- Issue History
Date Modified Username Field Change
2016-09-13 00:32 Ivan New Issue
2016-09-13 12:35 Edward-san Note Added: 0015625
2016-09-13 14:03 Ivan Note Added: 0015626
2016-09-13 14:04 Ivan Note Edited: 0015626 View Revisions
2016-09-13 18:11 Edward-san Note Added: 0015628
2016-09-13 18:29 Ivan Note Added: 0015631
2016-09-13 18:43 Ivan Note Edited: 0015631 View Revisions
2016-09-13 22:22 Edward-san File Added: norandomclass.png
2016-09-13 22:24 Edward-san Note Added: 0015633
2016-09-13 23:27 Ivan Note Added: 0015637
2016-09-13 23:30 Dusk Note Added: 0015638
2016-09-13 23:30 Dusk Assigned To => Dusk
2016-09-13 23:30 Dusk Status new => assigned
2017-02-16 02:09 Ivan Note Added: 0016867
2017-02-16 20:24 Cutman Note Added: 0016868
2017-02-16 20:52 Cutman Note Edited: 0016868 View Revisions
2017-02-16 20:52 Cutman Note Edited: 0016868 View Revisions
2017-02-16 22:21 Ivan Note Added: 0016869
2019-06-04 21:54 Dusk Status assigned => new

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