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

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

Post by Que »

*New Version* HERE

Smart Weapons Fully Loaded (SWFL) is a custom derivative of (AWFL) with the following attributes.
ability to leave/remove other actors within the Map.
For example there is no need for Weapons in Maps running this Mutator.
you may also wish to remove other items such as ammo, vials , amp , invisi , medkits , redeemer?
see here the list of options available to you.

you now have upto 8 different configurations for Arena Specific type configurations.

Code: Select all

[SmartWFL.SWFL1]
bRemoveAllWeapons=True
bRemoveRedeemer=True
bRemoveAllAmmo=True
bRemoveUDamage=False
bRemoveArmor=False
bRemoveThighpads=False
bRemoveShieldBelt=False
bRemoveMedKits=False
bRemoveHealthPack=False
bRemoveHealthVials=False
bRemoveInvisibility=False
bRemoveTranslocator=False
bRemoveEnforcer=False
bRemoveImpactHammer=False
bRemoveJumpBoots=False

bGiveRipper=True
bGiveMinigun=True
bGiveBioRifle=True
bGivePulseGun=True
bGiveShockRifle=True
bGiveSuperShock=False
bGiveSniperRifle=True
bGiveFlakCannon=True
bGiveEightball=True
bGiveRedeemer=False

bGiveRipperToBots=True
bGiveMinigunToBots=True
bGiveBioRifleToBots=True
bGivePulseGunToBots=True
bGiveShockRifleToBots=True
bGiveSuperShockToBots=False
bGiveSniperRifleToBots=True
bGiveFlakCannonToBots=True
bGiveEightballToBots=True
bGiveRedeemerToBots=True

bNoDroppedWeapons=False
bNoTossedWeapons=False
bUseUnlimitedAmmo=False
bLimitRedeemerAmmo=True
bBotsDoNoDamage=False
bDisableBotMelee=False
bUseDefaultMaxAmmo=True

EnforcerAmmo=199
PulseGunAmmo=199
ShockRifleAmmo=50
FlakcannonAmmo=50
BioRifleAmmo=100
MinigunAmmo=199
SniperAmmo=50
RipperAmmo=75
EightballAmmo=48
RedeemerAmmo=2
Installation:
Edit SmartWFL.ini
Copy all files to System Folder.
Start each individual configuration with Mutator=SmartWFL.SWFLn
where n is the number of the configuration from 1~8.
so for example Mutator=SmartWFL.SWFL1 will run the First configuration from the .ini
you also have the ability to remove Enforcer/Impact Hammer for Arena Purposes.
no need for ServerPackages runs ServerSide only.

Code: Select all

Change Log
==========

Version 11
Added bDoubleEnforcers option.

Version 10
Fixed where Redeemer gets no ammo.
If bUseUnlimitedAmmo=True and bLimitRedeemerAmmo=False Redeemer gets 199 ammo
if bUseUnlimitedAmmo=True and bLimitRedeemerAmmo=True Redeemer gets 1 ammo

Version 9
Added bDisableBotMelee for disabling ImpactHammer and Chainsaw.
Added bLimitRedeemerAmmo=True (For AllAmmo Setting)

Version 8
Added give selected weapons to Bots option. if you don't give them weapons they will not attack!
Added bUseUnlimitedAmmo - gives 199 ammo to all weapons and is constantly replenished.

Version 7
Added bNoDroppedWeapons - cannot drop weapons.
added bNoTossedWeapons - cannot pickup tossed weapons.
Version 6
Removed False WeaponStay
Version 5
Added ability to disable Jump Boots
Version 4
Added ammo amount options.
Added bUseDefaultMaxAmmo.
Added SuperShockRifle option.
Added versions in log startup.
Added getMaxAmmo function.
Set Enforcer and Hammer to default False.
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Last edited by Que on Mon Sep 26, 2022 11:15 pm, edited 25 times in total.
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Re: ★ Smart Weapons Fully Loaded ★

Post by Barbie »

Thanks for working on that, but... stripped code! :barf:
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Que
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Re: ★ Smart Weapons Fully Loaded ★

Post by Que »

Have uploaded new version with source code in tact
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[rev]rato.skt
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Re: ★ Smart Weapons Fully Loaded ★

Post by [rev]rato.skt »

thx :D
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f7r
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Re: ★ Smart Weapons Fully Loaded ★

Post by f7r »

Please make the givining of a weapon class from ini, it will be even more universal.
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Re: ★ Smart Weapons Fully Loaded ★

Post by esnesi »

f7r wrote: Thu Dec 10, 2020 6:02 pm Please make the givining of a weapon class from ini, it will be even more universal.
Agreed.
Would be nice for arena mutators.
There isn't a really all-in-one solution for it.
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Re: ★ Smart Weapons Fully Loaded ★

Post by Que »

So what you're asking for is the ability to only assign selected weapons to the users inventory based on the .ini for example;

bGive8Ball=True
bGivePulse=False
bGiveShock=True

Is that what you mean?

Or did you want to be able to assign custom weapons to players?
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Re: ★ Smart Weapons Fully Loaded ★

Post by esnesi »

Que wrote: Fri Dec 11, 2020 1:34 am So what you're asking for is the ability to only assign selected weapons to the users inventory based on the .ini for example;

bGive8Ball=True
bGivePulse=False
bGiveShock=True
For me, that is exactly what i ment indeed.
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Re: ★ Smart Weapons Fully Loaded ★

Post by Que »

esnesi wrote: Fri Dec 11, 2020 9:37 am
Que wrote: Fri Dec 11, 2020 1:34 am So what you're asking for is the ability to only assign selected weapons to the users inventory based on the .ini for example;

bGive8Ball=True
bGivePulse=False
bGiveShock=True
For me, that is exactly what i ment indeed.
Done

//UPDATED V2//

See first post for new version
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Re: ★ Smart Weapons Fully Loaded 2★

Post by esnesi »

Greatly appreciated!
Something for in the future;
What if you got MVX or MVE and you want to set up a Rocket, a Pulse, and Shockrifle arena for example.

Could there be a possibility for multiple profiles, so to say?

*edit.
Just tried out GiveEightball=True only, rest on False.
Enforcer and Impacthammer seem to be still in the players inventory.
Last edited by esnesi on Fri Dec 11, 2020 8:11 pm, edited 1 time in total.
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f7r
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Re: ★ Smart Weapons Fully Loaded 2★

Post by f7r »

i ment that ini contains for example:

Code: Select all

;UT weapon class
PulseGun=Botpack.PulseGun
ShockRifle=Botpack.ShockRifle
FlakCannon=Botpack.UT_FlakCannon
;UT wepon class different slot
BioRifle=Botpack.UT_FlakCannon
;Another weapon class
Minigun=U4eT.Howzy
;Empty, no weapon slot
SniperRifle=
Ripper=
Eightball=
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Que
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Re: ★ Smart Weapons Fully Loaded 2★

Post by Que »

esnesi wrote: Fri Dec 11, 2020 6:38 pm Greatly appreciated!
Something for in the future;
What if you got MVX or MVE and you want to set up a Rocket, a Pulse, and Shockrifle arena for example.

Could there be a possibility for multiple profiles, so to say?

*edit.
Just tried out GiveEightball=True only, rest on False.
Enforcer and Impacthammer seem to be still in the players inventory.
Done

//UPDATED V3//

See First Post for latest update
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Re: ★ Smart Weapons Fully Loaded 2★

Post by Barbie »

esnesi wrote: Fri Dec 11, 2020 6:38 pmCould there be a possibility for multiple profiles, so to say?
I remember that there is a way to store INI files with the same name as the map and read the entries from there when that map is loaded. So you can specify settings for every map individually. I remember that @sektor2111 has experimented with such.
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Re: ★ Smart Weapons Fully Loaded 2★

Post by esnesi »

Barbie wrote: Fri Dec 11, 2020 11:58 pm
esnesi wrote: Fri Dec 11, 2020 6:38 pmCould there be a possibility for multiple profiles, so to say?
I remember that there is a way to store INI files with the same name as the map and read the entries from there when that map is loaded. So you can specify settings for every map individually. I remember that @sektor2111 has experimented with such.
Fixed in latest release, thanks alot ProAsm and QUE!
I wouldn't prefer a mod that needs to be enabled per each map, for MH i can imagine that's better.
Talked with QUE, request for future: Combogib rifle. (not sure if fitting)
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Re: ★ Smart Weapons Fully Loaded 4★ [Updated 14/12/20]

Post by Que »

With All weapons if you want to start with say ShockRifle instead of RocketLauncher after respawn then rearange your Weapon order like so
Image

//UPDATED SWFL4.0

Code: Select all

SmartWFL Changes
================

Version 4
Added ammo amount options.
Added bUseDefaultMaxAmmo.
Added SuperShockRifle option.
Added versions in log startup.
Added getMaxAmmo function.
Set Enforcer and Hammer to default False.

Version 3
Added GiveWeapons options
Added bRemoveEnforcer
Added bRemoveImpactHammer
see first post for latest update
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