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[weapon name] is not available errors with no start weapons

I know asking this is a bit silly given that there is no official Xonotic release yet, but I was referred back here from the Nexuiz forum.

When I use

settemp_for_type all g_start_weapon_laser 0


settemp_for_type all g_start_weapon_shotgun 0

in my mapinfo file to have players spawn without any weapons, using the scroll wheel causes error messages indicating that certain weapons are unavailable on the map to be displayed at the top of the page... These messages disappear when one picks up a weapon and then uses the scroll wheel.

Is this a bug, or desired behavior? If it is the latter, is there a way to suppress these error messages?

I'm currently running the GNU/Linux version of Nexuiz 2.5.2.
Tony Lovasco
Twisted Lincoln, Inc.

It is desired behaviour, as the weapon switch indeed failed and this message serves to tell the user about it.

Is this really a big issue for you? Shouldn't it be a GOOD thing that the user is informed that the weapon he tried to switch to is not there?

In Xonotic however, we might try a new way for such notifications (e.g. a shortly displayed icon instead of console spam). Stay tuned.
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(06-05-2010, 06:15 AM)divVerent Wrote: Is this really a big issue for you? Shouldn't it be a GOOD thing that the user is informed that the weapon he tried to switch to is not there?

Is it a big deal to me? Well yes and no. A workaround, as I see it is to just unmap the controls for "next weapon" and "last weapon" to nothing. But that's clearly not ideal. Is there a way to suppress these messages via altering the source code and recompiling?

Alternatively, is there a way to suppress ALL on-screen error messages?

I use Nexuiz/Xonotic for a variety of things, only one of which is actually playing a FPS game. Big Grin For this particular scenario, I'm using NetRadiant to help create a building design, and Nexuiz/Xonotic will serve as a frontend for creating a virtual walk-through. Since there won't be anything to actually shoot at, there is no reason to give the user a weapon. And the error messages will be a bit out of place given my application.

I realize I'm not exactly using the software within its designed parameters, but I'd appreciate any help you can provide.
Tony Lovasco
Twisted Lincoln, Inc.

Sorry to bump an older post, but I was hoping someone might have a moment to point me in the right direction.
Tony Lovasco
Twisted Lincoln, Inc.

if you want not to have any weapon, maybe you could try, as an alternative, just to hide a weapon model, using:
r_drawviewmodel 0
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That's a clientside setting, and that "solution" would give everyone a weapon. Not what OP wants.

Eventually the user would realize there is no weapon and stop trying to switch. Console spam is the user's problem, I'm sure the average xonotic user doesn't mind.
(07-18-2010, 10:59 AM)Flying Steel Wrote: How could anyone with ADHD tell its a high damage weapon if it wasn't a gigantic metal cock fucking the map whenever a player gets within 3 meters of a wall?

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