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Why are my custom weapons gone after you equip another item?


DoomRunDum

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Yep that's the simplest way to do it. Works just fine for just adding a new weapon.
There are other methods that sometimes need to be done. For example if you want to replace the fist and pistol with an entirely new weapon you'll also need to make a new player class that starts off with them.

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46 minutes ago, DoomRunDum said:

How do I do that? Do I just type Weapon.SlotNumber 1?

As it says, there's a couple different ways.

  • The weapon definition itself by the Weapon.SlotNumber property. For example, Weapon.SlotNumber 4 will set that weapon to appear in slot 4.
  • The player class by the Player.WeaponSlot property. If you're not creating a custom player class, though, this isn't really necessary (or useful).
  • In the GameInfo section of a MAPINFO lump. The example on the page is self-explanatory - just tell it what the weapons are for what weapon slots and there you go.

Basically, pick one and stick with it. Most modders who aren't modding a player class will do it either on the Weapons themselves, or somewhat more rarely on the GameInfo. Custom player class mods occasionally do the class-based method instead.

Edited by Dark Pulse

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