LCWeapons (build 0022)

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Higor
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Re: LCWeapons (build 0010)

Post by Higor » Sun Aug 17, 2014 7:26 pm

Updated to 0010:

- Fixed critical demoplay crash bug.
- Fixed legacy double Enforcer ammo bug on LCEnforcers.
- InstabigDM arena is not properly adapted (unlimited ammo, no pickups).
- Team Colored shock rifles! (LC: ColoredShock) (LCWeapons_0010.FV_ColoredShock)
--- Requires base LCMutator loaded.
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Re: LCWeapons (build 0010)

Post by Dr.Flay » Mon Aug 18, 2014 3:13 am

Always been a fan of team coloured shock

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Re: LCWeapons (build 0010)

Post by Wises » Mon Aug 18, 2014 9:12 am

is NN compatibility on the list somewhere?
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Re: LCWeapons (build 0010)

Post by Chamberly » Mon Aug 18, 2014 4:07 pm

You can't stick LC + NN together. -.-
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Re: LCWeapons (build 0010)

Post by Higor » Mon Aug 18, 2014 6:21 pm

NN's weapon item makes it impossible to achieve.
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Re: LCWeapons (build 0010)

Post by Wises » Thu Aug 21, 2014 10:34 am

bummer ahh well :/

cheers

and I guess because it is Pure based makes it all the more awkward.

perhaps a new movement compensator system for lc weapons would be the ideal alternative.

as that's the main part that players really love i think :)
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z4tan
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Re: LCWeapons (build 0010)

Post by z4tan » Wed Oct 22, 2014 4:21 am

LC affect demos?

You remember zp? when you shot with shock, the shot in demo are bugged, with LC what happend? all weapons are ok?

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Re: LCWeapons (build 0011)

Post by Higor » Fri Dec 05, 2014 10:09 pm

Simulated swJumpPads no longer cause ACE kicks
XC_GameEngine and UTPure servers now remove client's "MUTATE GETWEAPON" binds
Colored shock now works in non-server sessions
Projectiles now have their old positions stored for LC subengine hit checks.
Impact hammer no longer requires EXM to simulate self-piston velocity on clients.
Added AlientAssaultRifle (AARV17) (only the arena mutator works)
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Re: LCWeapons (build 0011)

Post by Qwerty » Thu Feb 05, 2015 8:38 pm

how do we generate an ini for this mod? Instagib seems to run out of ammo and is there a way to alter ammo counts in general?
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Re: LCWeapons (build 0011)

Post by Qwerty » Fri Feb 06, 2015 9:07 pm

Higor?
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Higor
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Re: LCWeapons (build 0011)

Post by Higor » Fri Feb 06, 2015 9:26 pm

Didn't even realize this got bumped.
In any case, insert the Botpack.InstagibDM mutator alongside the LCMutator.

Code: Select all

		else if ( M.IsA('InstaGibDM') )
		{
			LCArena = Spawn( class'LCArenaMutator');
			LCArena.SetupWeaponReplace( class'SuperShockRifle', class'LCSuperShockRifle');
			if ( !ChainMutatorBeforeThis(LCArena) )
				return false;
			LCArena.LCMutator = self;
			LCArena.SetupWeaponRespawn( true, true, true, true, true, true);
			LCArena.SetupPickups( true, true, false, true);
			LCArena.AddPropertyWeapon( "bNoAmmoDeplete", "1");
			LCArena.AddPropertyWeapon( "bCanThrow", "0");
			return true;
		}
That should give the weapons the no-depletion and no-throw properties.
If it doesn't work show me what mutators are being added (both CMD and mapvote).
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Re: LCWeapons (build 0011)

Post by Qwerty » Sat Feb 07, 2015 5:15 pm

Its on a normal weapons server. ill try it out though
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Re: LCWeapons (build 0011)

Post by Wises » Sun Feb 08, 2015 11:06 am

Higor wrote:- Compatible with ExtendedClientMove plugin (to be released)
^is this your movement compensation mech?
is it in the latest LC_weapons mod?

also re: sniper rifle (capable of editing firing rates etc via .ini?
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Re: LCWeapons (build 0011)

Post by Qwerty » Mon Feb 09, 2015 3:29 pm

yeah def need an INI file. Instagib runs out of ammo when it shouldn't. otherwise great ZP replacement
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Re: LCWeapons (build 0011)

Post by Higor » Mon Feb 09, 2015 6:37 pm

Found the bug, will correct later today or tomorrow.

In the meantime, load the InstagibDM mutator earlier than LCMutator.
EDIT: Also remove all other Arena/weapon replace mutators.
EDIT2: Post both CMD and MapVote mutator lists, in here I only get to have depletable ammo if I load a custom sniper rifle alongside the Instagib mutator which shouldn't happen anyways, regardless of mutator order.
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