AllWeaponsFullyLoaded for Co-op

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AllWeaponsFullyLoaded for Co-op

Postby iSenSe » Sat Feb 02, 2019 12:58 am

Maybe Offtopic, cause Unreal, so sorry.

I can't find it, but maybe there is hope.

Is there a mutator that causes unrealweapons to spawn equipped fully loaded, in a 451 serverbuild? (oldskool.coopgame2)
Multiple are there for UT, but iam specificly searching for one for Unreal.

My goal is to spawn with full U1 inventory whenever that gametype is selected.
Yes they are hard :tongue:
Last edited by iSenSe on Thu Feb 07, 2019 5:13 pm, edited 2 times in total.
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Re: AllWeaponsFullyLoaded for Unreal

Postby EvilGrins » Sat Feb 02, 2019 2:48 am

I'm not at home but I do have what I'm about to describe.

Literally called FullyLoaded it gives you all the standard UT weapons with their ammo maxed out to full, plus full armor and health.

Don't recall how it effects other non-standard UT weapons.
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Re: AllWeaponsFullyLoaded for Unreal

Postby iSenSe » Sat Feb 02, 2019 3:07 am

That's indeed the right description.
Sad you don't have an answer :(

I've of course tried to load FullyLoaded on the CoopGame too see what happened, but logerrors and mixed up U1/UT99inventories with no reacting weapons.
The goal is oldskool/unreal weapons only, preferably spawning with dispersion pistol atleast at playerstart.
Players now spawn sometimes with impacthammer, :noidea and run through maps with AutoMag/EightBall with nowhere a other weapon to be found.

I host Unreal Campaign and map packs like: ONP, RTNP, Xidia, FLP on a 451 server installation.
I assumed these are designed with more snipers/flaks here and there, but probably (assumption then) Oldskool (v239) is messing this up.
All though i don't have any log errors on these maps.

Maybe i gotta try Oldskool v20 instead of v239.
In UT degrading is sometimes better :tongue:
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Re: AllWeaponsFullyLoaded for Unreal

Postby EvilGrins » Sat Feb 02, 2019 4:00 am

iSenSe wrote:preferably spawning with dispersion pistol atleast at playerstart.

I use the original Oldskool, so this may or may not apply to the other versions... but in the weapon setup menu for it, there's an option to switch the default weapon.

Kinda like with standard menus, where the default is the impact hammer and you can switch it to be the chainsaw.
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My default weapon is largely always the dispersion pistol.
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Re: AllWeaponsFullyLoaded for Unreal

Postby iSenSe » Sat Feb 02, 2019 2:16 pm

That menu you're talking about is there in SP.
But not visible or reachable by a player in a multiplayer online session, afaik, i never play SP.

Also this 239 version does not give me an INI, nor an [Oldskool.Oldskool] section in UT.ini.
So no options :(

I will try that older version to see if that at least causes a dispersionpistol at playerstart :)

*edit, started a SP game with this mutator, and voila, a INI file.
Unfortunatly no options there to spawn with dispersion as default.
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Re: AllWeaponsFullyLoaded for Co-op

Postby JackGriffin » Sat Feb 02, 2019 3:58 pm

Send me a list of what you want and I'll make you a mutator that does specifically that. BTW it's better to spawn the weapons normally then feed reloading to them rather that just award them with max ammo. Certain weapons get a messed up 'filled' bar on the HUD and besides you can spend your way through 999 ammo fairly quickly if you rely on something like the minigun. If it were me I'd consider not messing with the default max ammo and just reload them every three seconds or so.
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Re: AllWeaponsFullyLoaded for Co-op

Postby iSenSe » Sat Feb 02, 2019 4:11 pm

You are awesome Jack.

always something xD
Must be something for that HUD and inventory though :)
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Re: AllWeaponsFullyLoaded for Co-op

Postby JackGriffin » Sun Feb 03, 2019 2:53 am

Does anyone have any contact with 3? I wonder how he is.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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Re: AllWeaponsFullyLoaded for Co-op

Postby iSenSe » Sun Feb 03, 2019 3:41 am

JackGriffin wrote:Does anyone have any contact with 3? I wonder how he is.


By coincidence i did since yesterday!
He's allright by judging by text.

He joined the server.
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Re: AllWeaponsFullyLoaded for Co-op

Postby JackGriffin » Sun Feb 03, 2019 3:38 pm

If you talk with him again would you let him know I'd love to talk to him? He has my email. It makes me much happier than you know to hear he is fine.
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Re: AllWeaponsFullyLoaded for Unreal

Postby EvilGrins » Mon Feb 04, 2019 6:14 am

iSenSe wrote:That menu you're talking about is there in SP.

I don't play SP either, so at least in the original version you don't need to be in SP to use it.
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Re: AllWeaponsFullyLoaded for Unreal

Postby iSenSe » Tue Feb 05, 2019 1:22 am

EvilGrins wrote:
iSenSe wrote:That menu you're talking about is there in SP.

I don't play SP either, so at least in the original version you don't need to be in SP to use it.


From that menu you are able to customise your SP game.
You can't influence the MP session through that menu as client.
Admin can set variables in ini if he wants.

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In the meantime i realised i was not running UN.DisableWeapons as mutator.
(UltimateNewNet which disables all 436 weapons) Which caused me to spawn with impacthammer.

Fully functioning coopgame now with unrealhud, yay!
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