LCWeapons (build 0022)

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Higor
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Re: LCWeapons (build 0005)

Post by Higor » Fri Jan 10, 2014 5:06 pm

I re-read the LC_Installation file, I see that I messed up the ServerPackage part (i wrote ServerActors)...
Meh.

Either way,
ServerPackages=LCWeapons_0005
And the mutator to load is LCWeapons_0005.LCMutator

The development server is running SiegeIV_0012 with LCv5.
uK Siege is running SiegeUltimateRC21 with a well concealed LCv4 (purpose to be revealed at a later stage).
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Wises
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Re: LCWeapons (build 0005)

Post by Wises » Fri Jan 10, 2014 11:52 pm

ahh yep .. so my setup is correct..

appreciated.
...

Higor
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Re: LCWeapons (build 0006)

Post by Higor » Wed Mar 19, 2014 6:33 am

Updated to 0006:

- LCArena expanded to gain the ability to add custom translocators.
- LCSniperRifle given more flexibility by making it's damage values editable within code or SET commands.
- LCMinigun2 given more flexibility by making it's fire timers editable within code or SET commands.
- h4xRiflev3 (h4x Rifle&Xloc) implemented.
- Serverside checks now prevent headshots on ducking players using the ZP subengine by checking older timeframes's duck status and repositioning the hit location during shot integrity checks.
- Unreal 1 Minigun is now replaced with an experimental LC version, this only works on non-mutated Miniguns so it won't work on OldSkool, try CacusCoop or UT2U1 Tweak.

(It's already up on the test server)
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Chamberly
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Re: LCWeapons (build 0006)

Post by Chamberly » Sat Apr 19, 2014 12:10 am

Those who want the pick ups (if it isn't showing up for you) you could use this mutator, just add it as a server actor.

http://www.mediafire.com/download/3l69c ... eepArmor.u
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Higor
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Re: LCWeapons (build 0007)

Post by Higor » Mon Apr 21, 2014 5:27 pm

Updated to 0007:

- Impact hammer uses LC subengine (any piston binds shouldn't be aliased to work).
- Impact Arena adapted.
- OLMinigun replaced as well.
- Compatible with ExtendedClientMove plugin (to be released).
- Minigun fire timers edited for Siege gametypes.
- Fixed h4xrifle arena setup.
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Higor
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Re: LCWeapons (build 0008)

Post by Higor » Tue Apr 29, 2014 12:01 am

Updated to 0008:

- No double effect on piston.
- Fixed weapon replacement when more mutators are added after the LCWeapons one, now LCWeapons doesn't have to be the last mutator on the list.
- ZP shots not blocked by upper part of ducking pawns' hitboxes.
- Fixed some log warning ocasionally seen on map switch.
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Re: LCWeapons (build 0008)

Post by UT99.org » Tue Apr 29, 2014 9:34 am

medor wrote:You speak about h4x_HeadshotMut it's FNriflev501 where can i found it ?

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Chamberly
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Re: LCWeapons (build 0008)

Post by Chamberly » Tue Apr 29, 2014 6:03 pm

medor wrote:You speak about h4x_HeadshotMut it's FNriflev501 where can i found it ?
Well there are sniper rifle using similiar coding like h4x rifle, but this is the original h4x rifle (the name of the gun) and the other 1 isn't named h4x rifle lol.

There is a large collection of sniper rifles. I don't have all the .int but mainly the .u code. Do you want me to zip them up and send you?
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Re: LCWeapons (build 0008)

Post by UT99.org » Tue Apr 29, 2014 6:52 pm

medor wrote:Yes :rock:

Time to try UTINTGenerator100 http://unrealtournament.99.free.fr/utfi ... tor100.zip

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Chamberly
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Re: LCWeapons (build 0008)

Post by Chamberly » Tue Apr 29, 2014 10:19 pm

medor wrote:Yes :rock:

Time to try UTINTGenerator100 http://unrealtournament.99.free.fr/utfi ... tor100.zip
I rather learn to make .int code... each rifle are different in certain settings. So it can be certain that the .int generator won't get everything right. lol.
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Re: LCWeapons (build 0008)

Post by Higor » Sun Jul 20, 2014 7:12 pm

A very stupid bug is preventing the LC subengine weapons from hitting monsters outside of MH, found out the hard way during the coop test in the dev server...
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Re: LCWeapons (build 0009)

Post by Higor » Tue Jul 22, 2014 7:42 am

Updated to 0009:

- Fixed bug causing LC subengine not to register hits on monsters outside of MH gametypes.
- Enemy projectiles are moved up to 30ms ahead in time when spawned on clients, gives better sense of their real position and when to dodge.
- swJumpPads replicated to clients, using those is now as smooth as LC kickers.


EDIT
Ace will kick you for illegal UFunction call in rare cases, just add swJumpPad.u to ACE whitelist (autoconfig or UPackages) to prevent that.
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Wises
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Re: LCWeapons (build 0009)

Post by Wises » Tue Jul 22, 2014 2:29 pm

Just a quick Q. here Hig's ... erm , hows this work with newnet (any version) or rather not neccasarily the latest version..
ta.
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Chamberly
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Re: LCWeapons (build 0009)

Post by Chamberly » Tue Jul 22, 2014 6:41 pm

I tried it, nope it will not work with any NN. Not recommended. It will crash the server for heck a lot of accessed nones.
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Wises
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Re: LCWeapons (build 0009)

Post by Wises » Tue Jul 22, 2014 11:16 pm

bugger ^ with NN's Movement Compensation , This could be the next ZP. :)

or.. maybe you have your own MC code in progress ?
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