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Gzdoom console commands
Gzdoom console commands












gzdoom console commands

If specified with no parameters, alias will display a list of all currently defined aliases. When you quit the game, the weapon slots will also be stored in the specified section in zdoom.ini instead of their standard location so that they do not overwrite the player's normal weapon assignments. Upon execution, it loads all the weapon slot assignments from the corresponding section in zdoom.ini. This command is similar to addkeysection. As of ZDoom 2.3.0, this has been deprecated and new ways of adding weapon slots are available, such as the Player.WeaponSlot or Weapon.SlotNumber property. If no slot is specified and no slots are given, the command prints to the console how the slots are currently filled. When used inside a KEYCONF lump, this command must be preceded by a weaponsection command.Ĭlears the given weapon slot entirely, then fill it with the given weapons. If the weapon is already present in a slot (either the slot specified to addslotdefault or some other slot), then this command does nothing. This allows a user to select a custom weapon from a PWAD using their normal weapon selection keys.Īdds a single weapon to the list of weapons in a weapon slot, but only if that weapon is not already in a slot. This can be useful in KEYCONF lumps to create a default binding for a command without overwriting the user's preference.Īdds a single weapon to the list of weapons in a weapon slot. New controls are added to the last section specified with addkeysection.īinds command to the key if and only if key is not already bound and there are no keys already bound to command. description is the name of this control in the menu, and command is a console command or alias to be executed when the control is pressed. If you use a menu heading that was already added to the menu, new controls added with addmenukey will appear at the end of that section, but the bindings will not be reloaded from the ini.Īdds a new control to the controls menu. You can use this command multiple times to create different sections in the menu and ini for different sets of commands. Second, it loads all the bindings from the corresponding ini section in the user's ini file. You can use the addmenukey command to add your own custom keys beneath this heading. First, it adds a new heading to the controls menu using the menu heading parameter. These commands can be used by a WAD author in a KEYCONF lump to create customized functions that appear and are configurable in the user's options menu.














Gzdoom console commands