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#21
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Quote:
Big thank you Marco. I never actually understood what the second file in the code you sent me was for, but I understand now, it's for replication, so I have now used your version, tested it and it works fine. First link updated and also available here: http://www.filefront.com/17582886/KF...aderMutV2.rar/ Please note, if the client does not have the weapon files, they will not show in the trader, so Server Admins, please add the weapon packages to your ServerPackages, so they can be pushed to the client before play. I have tested it with the SA80, Dual MP7's and the PPSH and everything works fine: Without the regular weapons included ![]() With the regular weapons
Last edited by braindead; 11-29-2010 at 07:50 PM. |
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#22
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Good catch Marco, I wasn't sure if and how mutator options were replicated to clients. Is it just a case of dynamic arrays not being replicated?
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#23
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Dynamic arrays never replicate. As for static string arrays you should be careful with them as they may fail if the buffer overflows (ends up to be too long packet to send to client).
So if you want to replicate arrays of strings you should stick with RPC functions. |
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#24
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Are you sure about that? I find it hard to believe that the networking of such an engine would be so flimsy as to not handle limiting of data per packet (which I know already happens for most things, but perhaps not this?). If you could link me to some information on this that'd be great.
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#25
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I think I need to update the SA80 with the newer mesh and textures sometime on the weekend
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#26
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This works perfect Braindead, thanks a lot for your generosity.
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#27
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How many custom weapons exactly can you add? it seems it's hard coded to a certain amount?
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#28
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Hey Demon, so glad you all like it.
You can have a maximum of 50 weapons, so if you start to run out of spaces, you can replace the original weapons. If this does prove as fruitful as I am hoping, then with a little nudge, TWI may change the maximum value but due to the lack of current weapon mods available, I doubt this will be necessary for quite a while yet. |
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#29
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Is there a in game command to list the weapons or must I decompile the mutator to find the proper weapon name?
Request: Would it be out of the question to have a party pack with all available custom weapons loaded? Proper credits given to the creators of course. It would be great to showcase what the mod can do and promote usage of weapons deep inside the forums.
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If it is weak, kill it or ignore it. Anything else honors it. |
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#30
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Loving this mutator, it's exactly what us server owners need. 11/10 for this great work!
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#31
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I hope Tripwire will remove the hard coded 50 weapons limit, such a shame...
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#32
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This mutator works awesomely fine!
But i have an unrelated question to ask, how do you change the prices of the guns? My SA80 costs 600, but in your screenshot it costs $2000 |
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#33
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Hey GoodBlaster, either it is a different version than the one I used from the WTF mutator..or....because your current perks now work with this mut, it may have reduced the price depending on what perk you are using. I'll have a test later and let you know. Actually that gives me the opportunity to let everyone know, that the safelist should now cover any weapon (new or old) that is added to this list, meaning , you will not be able to level up on your perks but you will be able to reap the benefits from your regular perks! So again, this mutator has not just negated the need for additional mutators, it has also saved the trouble of all new weapons requiring submission to the 'safelist' @TWI will this be an issue? Last edited by braindead; 12-17-2010 at 05:19 AM. |
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#34
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I see, thanks. |
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#35
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What line do i add to the command line to make this mutator start together with the server?
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#36
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Quote:
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#37
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ahh the safelist just allows you to play with your current standing and stats will not be altered, I believe?
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#38
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pm BD...totally dif subject but we kinda need yer attention lol
ontopic : great stuff this mutator
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#39
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veryverygoodmut
but 50 weapon not enough!! |
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#40
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I want to use this mod to control all the weaps i've downloaded, but they don't appear in the trader. PLZ help! I went to the KF SDK opened the actor classes and loaded the .u files from the weapon packs i've downloaded (and the WTF mutator). I go in thru pickups, weapons blahblahblah, get to the weapon i want and click it. at the top of the actor class menu i get a title of a weapon, say WTF.WFTEquipSA80Pickup. I type it character for character in the configure screen when activating the cust.trader mod ingame. I got the PPSH mod and the M7A3 to work, but they were 2 of the 5 i put in. What am i doing wrong?
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How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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