LCWeapons (build 0023)
Re: LCWeapons (build 0010)
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.
- 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.
- Dr.Flay
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Re: LCWeapons (build 0010)
Always been a fan of team coloured shock
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- Chamberly
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Re: LCWeapons (build 0010)
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
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
Re: LCWeapons (build 0010)
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?
You remember zp? when you shot with shock, the shot in demo are bugged, with LC what happend? all weapons are ok?
Re: LCWeapons (build 0011)
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)
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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- Inhuman
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Re: LCWeapons (build 0011)
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?
https://www.vulpinemission.com
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
-
- Inhuman
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Re: LCWeapons (build 0011)
Higor?
https://www.vulpinemission.com
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
Re: LCWeapons (build 0011)
Didn't even realize this got bumped.
In any case, insert the Botpack.InstagibDM mutator alongside the LCMutator.
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).
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;
}
If it doesn't work show me what mutators are being added (both CMD and mapvote).
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- Inhuman
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Re: LCWeapons (build 0011)
Its on a normal weapons server. ill try it out though
https://www.vulpinemission.com
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
Re: LCWeapons (build 0011)
^is this your movement compensation mech?Higor wrote:- Compatible with ExtendedClientMove plugin (to be released)
is it in the latest LC_weapons mod?
also re: sniper rifle (capable of editing firing rates etc via .ini?
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- Inhuman
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- Joined: Wed Mar 12, 2008 7:14 pm
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- Location: New York
- Contact:
Re: LCWeapons (build 0011)
yeah def need an INI file. Instagib runs out of ammo when it shouldn't. otherwise great ZP replacement
https://www.vulpinemission.com
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
ROCKET-X8 Server
MONSTERHUNT w/ NALI WEAPONS 3 + RX8
BUNNYTRACK NY
SNIPER DEATHMATCH
InstaGib + ComboGib + Jailbreak
ROSEBUM ROCKET-X RB
Re: LCWeapons (build 0011)
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.
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.