★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

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sektor2111
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Re: ★ Smart Weapons Fully Loaded 4★ [Updated 14/12/20]

Post by sektor2111 » Wed Dec 16, 2020 4:49 pm

Barbie wrote:
Fri Dec 11, 2020 11:58 pm
I remember that @sektor2111 has experimented with such.
I did not reinvent the wheel. Higor pointed nice codes in how to launch certain function only in certain map. Also in said function you can "dynamicloadobject" something specific for a map based on its name - this is how was born NavAdder supporting a lot of such plugins/modules/components/adds.

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		LevelName = String(Outer.Name);
...
		log ("Map's name is:"@LevelName,'NavAdder');
		LevelName0 = Caps("SS_NVAD"$LevelName)$".PathsMapper";
		log ("Personal seeking strategy: Looking for a class called >"@LevelName0,'NavAdder');
		Module = Class<Actor>( DynamicLoadObject(LevelName0, class'Class',True) ); //Warning at plain UT with this "True" - it might be a hazard
		if ( Module == None )
		{
...
//Report something
		}
		else
		{
// Spawn it
			log ("Found module, attempt loading... "$Module,'NavAdder');
			Spawn(Module);
			if ( Module != None )
				log ("Module has been started...",'NavAdder');
			else
				log ("Bork... Module failed to spawn in this Level...",'NavAdder');
		}
Each map can have separate packages - I had to update this thing because... we can have CTF and DM map with similar names it's why I used a paranoia check because I had real reasons for that... These modules will execute their PreBeginplay in which you can split tasks Server-Client according to map needs: lights, decorations, items, blockers (jerking BT zones), kill spots, moving movers away and/or changing their operation mode, all sort of goodies... shortly said a bit of run-time map editing.
Monster Gaming Server is running several maps "re-edited" in run-time this way. Very visible tweaked map sample: MH-MinasTirith (and not only that).
Advantage XC_Engine mapping as ServerPackages automatically these "for-client" plugins directly if are found... no ini file edited is ever needed but NavAdder's white list (maps that are always excepted for any reasons).

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Que
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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by Que » Sat Jan 15, 2022 11:28 pm

///UPDATED///

Can Now have weaponless bots.
also Unlimited Ammo Option embedded.

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[SmartWFL.SWFL8]
bRemoveAllWeapons=True
bRemoveAllAmmo=True
bRemoveRedeemer=False
bRemoveInvisibility=False
bRemoveUDamage=False
bRemoveThighpads=False
bRemoveShieldBelt=False
bRemoveArmor=False
bRemoveHealthPack=False
bRemoveMedKits=False
bRemoveHealthVials=False
bRemoveTranslocator=False
bRemoveEnforcer=True
bRemoveImpactHammer=True
bGiveRipper=True
bGiveMinigun=True
bGiveBioRifle=True
bGivePulseGun=True
bGiveShockRifle=True
bGiveSniperRifle=True
bGiveFlakCannon=True
bGiveEightball=True
bGiveRedeemer=False
bRemoveJumpboots=False
bGiveSuperShock=False
bUseDefaultMaxAmmo=True
EnforcerAmmo=199
PulseGunAmmo=199
ShockRifleAmmo=50
FlakcannonAmmo=50
BioRifleAmmo=100
MinigunAmmo=199
SniperAmmo=50
RipperAmmo=75
EightballAmmo=48
RedeemerAmmo=2
bNoDroppedWeapons=True
bNoTossedWeapons=True
bGiveRipperToBots=False
bGiveMinigunToBots=False
bGiveBioRifleToBots=False
bGivePulseGunToBots=False
bGiveShockRifleToBots=False
bGiveSuperShockToBots=False
bGiveSniperRifleToBots=False
bGiveFlakCannonToBots=False
bGiveEightballToBots=False
bGiveRedeemerToBots=False
bUseUnlimitedAmmo=True
*Can test here: 74.208.175.52:7765 under the GameType: ---{ PSYCHO-SERVERS USA }--- | DeathMatch+ TargetPractice*
Last edited by Que on Sun Jan 16, 2022 12:05 am, edited 1 time in total.
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Gustavo6046
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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by Gustavo6046 » Sat Jan 15, 2022 11:39 pm

Can you specify the weapon metadata in the .int file? This is useful e.g. for picking them with Wormbo's Arena Match (which reads .int files to find modded weapons), as well as just so they're in the Weapons menu :p

Here's an example from Botpack.int:

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[Public]
; (.....)

; Weapons
Object=(Name=Botpack.ChainSaw,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Chainsaw")
Object=(Name=Botpack.ImpactHammer,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Impact Hammer")
Object=(Name=Botpack.Translocator,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Translocator")
Object=(Name=Botpack.enforcer,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Enforcer")
Object=(Name=Botpack.doubleenforcer,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Double Enforcers")
Object=(Name=Botpack.ut_biorifle,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="GES BioRifle")
Object=(Name=Botpack.ShockRifle,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Shock Rifle")
Object=(Name=Botpack.SuperShockRifle,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Super Shock Rifle")
Object=(Name=Botpack.PulseGun,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Pulse Gun")
Object=(Name=Botpack.ripper,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Ripper")
Object=(Name=Botpack.minigun2,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Minigun")
Object=(Name=Botpack.UT_FlakCannon,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Flak Cannon")
Object=(Name=Botpack.UT_Eightball,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Rocket Launcher")
Object=(Name=Botpack.SniperRifle,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Sniper Rifle")
Object=(Name=Botpack.WarheadLauncher,Class=Class,MetaClass=Botpack.TournamentWeapon,Description="Redeemer")
Anyway I can't wait to try your weapons out :D
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Que
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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by Que » Sun Jan 16, 2022 12:07 am

The weapons are the Stock UT Weapons..

Code: Select all

bRemoveEnforcer=True
bRemoveImpactHammer=True
bGiveRipper=True
bGiveMinigun=True
bGiveBioRifle=True
bGivePulseGun=True
bGiveShockRifle=True
bGiveSniperRifle=True
bGiveFlakCannon=True
bGiveEightball=True
bGiveRedeemer=False
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TankBeef
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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by TankBeef » Sun Jan 16, 2022 3:40 am

Great!!! I tagged Milord so he sees this, I hope he is happy. :lol2: :tu: Works better than expected. :gj:

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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by ProAsm » Sun Jan 16, 2022 10:14 pm

Gustavo6046 wrote:
Sat Jan 15, 2022 11:39 pm
Can you specify the weapon metadata in the .int file? This is useful e.g. for picking them with Wormbo's Arena Match (which reads .int files to find modded weapons), as well as just so they're in the Weapons menu :p
SmartWFL does not look for any particular weapons as the weapons are often from Newnet, either UN1x or FNNxxx or just good old Botpack or any other mod for that matter and an .int file would not work very in these cases.

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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by Gustavo6046 » Wed Jan 19, 2022 10:12 pm

Ahh. I must have initially mistaken this for a weapons pack. I see it's another kind of mod.

Still a very useful one, though! Props to Que and keep up the good work :D
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Re: ★ Smart Weapons Fully Loaded 8★ [Updated 16/01/2022]

Post by Que » Sat Jan 22, 2022 3:19 am

Gustavo6046 wrote:
Wed Jan 19, 2022 10:12 pm
Still a very useful one, though! Props to Que and keep up the good work :D
I'm just the "Ideas Man' , Proasm does all the hard work!. :tu:
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Re: ★ Smart Weapons Fully Loaded 9★ [Updated 26/01/2022]

Post by Que » Wed Jan 26, 2022 3:22 am

small update.

Code: Select all

Version 9
Added bDisableBotMelee for disabling ImpactHammer and Chainsaw.
Added bLimitRedeemerAmmo=True (default) for AllAmmo Settings.
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Re: ★ Smart Weapons Fully Loaded 9★ [Updated 26/01/2022]

Post by Que » Sun Jan 30, 2022 7:15 am

minor bug concerning the redeemer in latest release whereby player will pick it up but have zero ammo.. should be fixed soonish.
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Re: ★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

Post by Que » Mon Feb 28, 2022 11:45 pm

//Updated//

Fixed redeemer ammo problem and added dual enforcers.
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Re: ★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

Post by NemesisNeS » Thu Mar 03, 2022 11:43 pm

I was a little confused with the instructions you posted at first, but I figured it out in little to no time at all. I was wondering though, since this is mostly meant for server side, would clients need to download it as well, or just the admin for the servers? Just looking for a bit of clarification is all. Hadn't had a descent nights sleep in a few days hence the questions. Thanks for any and all information. :tu:
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Re: ★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

Post by Que » Fri Mar 04, 2022 3:10 am

No need to send to clients as is sever-side only.

So no need for ServerPackages. :)

Takes a bit to get your head around because there's multiple configurations. SmartWFL1 , SmartWFL2 etc.
Here you can set up individual arenas like rockets only and All weapons Fully Loaded. And load them up in your customgame types.
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Re: ★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

Post by NemesisNeS » Fri Mar 04, 2022 5:08 am

Que wrote:
Fri Mar 04, 2022 3:10 am
No need to send to clients as is sever-side only.

So no need for ServerPackages. :)

Takes a bit to get your head around because there's multiple configurations. SmartWFL1 , SmartWFL2 etc.
Here you can set up individual arenas like rockets only and All weapons Fully Loaded. And load them up in your customgame types.
Great for making custom matches and such without having to do a lot of extra leg work. I approve. I vote an admin sticky this please. (If it hadn't been done already)
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Re: ★ Smart Weapons Fully Loaded 11★ [Updated 01/03/2022]

Post by Ubir4 » Sat Mar 12, 2022 8:34 am

Thank's.