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Is your feature request related to a problem? Please describe.
For my Hexen gameplay mod Hecatomb, I have six weapons per player class, and use Jekyll Grim Payne's class dependent spawners to replace weapon pickups from multiple Hexen classes (e.g. the Fighter's new yellow and red mana weapons replace CWeapStaff and MWeapLightning), but this requires that all player classes have their Player.SpawnClass set to Any so that the other classes' weapons spawn and can be replaced. However, this breaks balance for some Hexen map packs (notably Deathkings' first hub and the Cyrgoth series) because ammo is spawned for all three original classes, leading to a surplus of ammo and sometimes multiple pickups being spawned in the same position.
I hope that was clear, it is rather difficult to explain this when there are three totally different things--actor classes in ZScript, player classes in Hexen, and Hexen spawn classes in Hexen maps--that are all called "classes".
Describe the solution you'd like
This could be fixed if the Hexen spawn class assigned to items in the map editor can be exposed to ZScript, so I can prevent the spawners from spawning ammo (but not weapons!) if the in-map actor has a spawn class other than one attached to the actor (using a custom property HecatombPlayer.SpawnClass which would take Fighter, Cleric, or Mage, while Player.SpawnClass remains Any)
Describe alternatives you've considered
I have considered having the yellow and red mana weapons replace the first and second pieces of the ultimate weapon, but this has its own balancing problems (e.g. in base Hexen you will pick up yellow mana for the entire first hub without being able to use it, and likewise for red mana in the second hub), plus it removes the weapon piece mechanic, which is a cool feature I would like to preserve.
Add any other context or screenshots about the feature request here.
No response
The text was updated successfully, but these errors were encountered:
GZDoom version
Git 4.14pre-76-gccd38afbc
Which game are you running with GZDoom?
Hexen
Is your feature request related to a problem? Please describe.
For my Hexen gameplay mod Hecatomb, I have six weapons per player class, and use Jekyll Grim Payne's class dependent spawners to replace weapon pickups from multiple Hexen classes (e.g. the Fighter's new yellow and red mana weapons replace CWeapStaff and MWeapLightning), but this requires that all player classes have their
Player.SpawnClass
set toAny
so that the other classes' weapons spawn and can be replaced. However, this breaks balance for some Hexen map packs (notably Deathkings' first hub and the Cyrgoth series) because ammo is spawned for all three original classes, leading to a surplus of ammo and sometimes multiple pickups being spawned in the same position.I hope that was clear, it is rather difficult to explain this when there are three totally different things--actor classes in ZScript, player classes in Hexen, and Hexen spawn classes in Hexen maps--that are all called "classes".
Describe the solution you'd like
This could be fixed if the Hexen spawn class assigned to items in the map editor can be exposed to ZScript, so I can prevent the spawners from spawning ammo (but not weapons!) if the in-map actor has a spawn class other than one attached to the actor (using a custom property
HecatombPlayer.SpawnClass
which would takeFighter
,Cleric
, orMage
, whilePlayer.SpawnClass
remainsAny
)Describe alternatives you've considered
I have considered having the yellow and red mana weapons replace the first and second pieces of the ultimate weapon, but this has its own balancing problems (e.g. in base Hexen you will pick up yellow mana for the entire first hub without being able to use it, and likewise for red mana in the second hub), plus it removes the weapon piece mechanic, which is a cool feature I would like to preserve.
Add any other context or screenshots about the feature request here.
No response
The text was updated successfully, but these errors were encountered: