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

Posted: Wed Dec 16, 2020 4:49 pm
by sektor2111
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).

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

Posted: Sat Jan 15, 2022 11:28 pm
by Que
///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*

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

Posted: Sat Jan 15, 2022 11:39 pm
by Gustavo6046
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

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

Posted: Sun Jan 16, 2022 12:07 am
by Que
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

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

Posted: Sun Jan 16, 2022 3:40 am
by TankBeef
Great!!! I tagged Milord so he sees this, I hope he is happy. :lol2: :tu: Works better than expected. :gj:

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

Posted: Sun Jan 16, 2022 10:14 pm
by ProAsm
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.

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

Posted: Wed Jan 19, 2022 10:12 pm
by Gustavo6046
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

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

Posted: Sat Jan 22, 2022 3:19 am
by Que
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:

Re: ★ Smart Weapons Fully Loaded 9★ [Updated 26/01/2022]

Posted: Wed Jan 26, 2022 3:22 am
by Que
small update.

Code: Select all

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

Re: ★ Smart Weapons Fully Loaded 9★ [Updated 26/01/2022]

Posted: Sun Jan 30, 2022 7:15 am
by Que
minor bug concerning the redeemer in latest release whereby player will pick it up but have zero ammo.. should be fixed soonish.

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

Posted: Mon Feb 28, 2022 11:45 pm
by Que
//Updated//

Fixed redeemer ammo problem and added dual enforcers.

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

Posted: Thu Mar 03, 2022 11:43 pm
by NemesisNeS
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:

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

Posted: Fri Mar 04, 2022 3:10 am
by Que
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.

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

Posted: Fri Mar 04, 2022 5:08 am
by NemesisNeS
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)

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

Posted: Sat Mar 12, 2022 8:34 am
by Ubir4
Thank's.