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AllWeaponsFullyLoaded for Co-op

Posted: Sat Feb 02, 2019 12:58 am
by esnesi
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:

Re: AllWeaponsFullyLoaded for Unreal

Posted: Sat Feb 02, 2019 2:48 am
by EvilGrins
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.

Re: AllWeaponsFullyLoaded for Unreal

Posted: Sat Feb 02, 2019 3:07 am
by esnesi
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:

Re: AllWeaponsFullyLoaded for Unreal

Posted: Sat Feb 02, 2019 4:00 am
by EvilGrins
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.
Image
My default weapon is largely always the dispersion pistol.

Re: AllWeaponsFullyLoaded for Unreal

Posted: Sat Feb 02, 2019 2:16 pm
by esnesi
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.

Re: AllWeaponsFullyLoaded for Co-op

Posted: Sat Feb 02, 2019 3:58 pm
by JackGriffin
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.

Re: AllWeaponsFullyLoaded for Co-op

Posted: Sat Feb 02, 2019 4:11 pm
by esnesi
You are awesome Jack.

always something xD
Must be something for that HUD and inventory though :)

Re: AllWeaponsFullyLoaded for Co-op

Posted: Sun Feb 03, 2019 2:53 am
by JackGriffin
Does anyone have any contact with 3? I wonder how he is.

Re: AllWeaponsFullyLoaded for Co-op

Posted: Sun Feb 03, 2019 3:41 am
by esnesi
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.

Re: AllWeaponsFullyLoaded for Co-op

Posted: Sun Feb 03, 2019 3:38 pm
by JackGriffin
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.

Re: AllWeaponsFullyLoaded for Unreal

Posted: Mon Feb 04, 2019 6:14 am
by EvilGrins
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.

Re: AllWeaponsFullyLoaded for Unreal

Posted: Tue Feb 05, 2019 1:22 am
by esnesi
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.

Image

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!