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  #1  
Old 05-31-2010, 03:10 AM
Olivier Olivier is offline
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Default KF 1.0 SA80 Port by YoYoBatty

Filename: YoYoBattySA80PortYAY


Download:http://www.filefront.com/16604455/Yo...A80PortYAY.zip

**I am posting this on be-half of YoYoBatty**
This is the KF 1.0 bullpup that he ported and I am simply uploading it for him. Now, enough reading and go download it now (or he'll be really mad when he comes back!!).

Last edited by Olivier; 05-31-2010 at 03:33 AM.
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  #2  
Old 05-31-2010, 03:40 AM
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Really nice port, although it doesn't auto-reload.
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  #3  
Old 05-31-2010, 05:28 AM
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its play time

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  #4  
Old 05-31-2010, 05:32 AM
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Is that a preview of the next character pack: Kindergarten Killers?

Kindergarten Killers; Less play, more slay!
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  #5  
Old 05-31-2010, 03:22 PM
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Quote:
Originally Posted by dextronaut View Post
its play time

That was dextronaut as a child. Thanks for releasing this!!!!
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  #6  
Old 05-31-2010, 10:54 PM
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Hehe, joined the ZED server to find this earlier, nearly shat my pants. I hope we'll get moar of these ports, it was almost like I was playing 1.0 when I played a 2005 map with this thing out <3
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  #7  
Old 05-31-2010, 11:13 PM
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Quote:
Originally Posted by Rudo View Post
Hehe, joined the ZED server to find this earlier, nearly shat my pants. I hope we'll get moar of these ports, it was almost like I was playing 1.0 when I played a 2005 map with this thing out <3
yah, ive been doing SA80 with machinepistol, good combo for me

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Last edited by dextronaut; 05-31-2010 at 11:27 PM.
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  #8  
Old 06-01-2010, 12:11 AM
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HaTeMe HaTeMe is offline
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You know you could just go play the mod instead of changing everything in the retail version back to way it was in the mod.
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  #9  
Old 06-01-2010, 12:16 AM
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Quote:
Originally Posted by HaTeMe View Post
You know you could just go play the mod instead of changing everything in the retail version back to way it was in the mod.
this doesnt override any weapon in KF. its not the bullpup, its the fullsize assault rifle SA80, a little stronger than the bullpup, but not as strong as a AK47. sorry that we worked on something that would upset you.
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  #10  
Old 06-01-2010, 11:33 AM
Freshmeat Freshmeat is offline
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Is it whitelisted? I have been longing for a more british armory, like a full SA80 and a L1A1 to replace AK47 and both SCAR and M14.
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  #11  
Old 06-01-2010, 03:21 PM
Prodigy Prodigy is offline
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ok, i took a look at the code and saw this

Code:
// I didn't write this code, but let's leave it in as a testament to inefficiency and retardation.

		// A cheap but effective way of determining and displaying how much ammo in clip. 
		// Its magazine not clip, Alex!
		if(MagAmmoRemaining == 45)
		Canvas.DrawText("Ammo in clip: 45");
		else if(MagAmmoRemaining == 44)
		Canvas.DrawText("Ammo in clip: 44");
		else if(MagAmmoRemaining == 43)
		Canvas.DrawText("Ammo in clip: 43");
		else if(MagAmmoRemaining == 42)
		Canvas.DrawText("Ammo in clip: 42");
		else if(MagAmmoRemaining == 41)
		Canvas.DrawText("Ammo in clip: 41");
		else if(MagAmmoRemaining == 40)
		Canvas.DrawText("Ammo in clip: 40");
		else if(MagAmmoRemaining == 39)
		Canvas.DrawText("Ammo in clip: 39");
		else if(MagAmmoRemaining == 38)
		Canvas.DrawText("Ammo in clip: 38");
		else if(MagAmmoRemaining == 37)
		Canvas.DrawText("Ammo in clip: 37");
		else if(MagAmmoRemaining == 36)
		Canvas.DrawText("Ammo in clip: 36");
		else if(MagAmmoRemaining == 35)
		Canvas.DrawText("Ammo in clip: 35");
		else if(MagAmmoRemaining == 34)
		Canvas.DrawText("Ammo in clip: 34");
		else if(MagAmmoRemaining == 33)
		Canvas.DrawText("Ammo in clip: 33");
		else if(MagAmmoRemaining == 32)
		Canvas.DrawText("Ammo in clip: 32");
		else if(MagAmmoRemaining == 31)
		Canvas.DrawText("Ammo in clip: 31");
		else if(MagAmmoRemaining == 30)
		Canvas.DrawText("Ammo in clip: 30");
		else if(MagAmmoRemaining == 29)
		Canvas.DrawText("Ammo in clip: 29");
		else if(MagAmmoRemaining == 28)
		Canvas.DrawText("Ammo in clip: 28");
		else if(MagAmmoRemaining == 27)
		Canvas.DrawText("Ammo in clip: 27");
		else if(MagAmmoRemaining == 26)
		Canvas.DrawText("Ammo in clip: 26");
		else if(MagAmmoRemaining == 25)
		Canvas.DrawText("Ammo in clip: 25");
		else if(MagAmmoRemaining == 24)
		Canvas.DrawText("Ammo in clip: 24");
		else if(MagAmmoRemaining == 23)
		Canvas.DrawText("Ammo in clip: 23");
		else if(MagAmmoRemaining == 22)
		Canvas.DrawText("Ammo in clip: 22");
		else if(MagAmmoRemaining == 21)
		Canvas.DrawText("Ammo in clip: 21");
		else if(MagAmmoRemaining == 20)
		Canvas.DrawText("Ammo in clip: 20");
		else if(MagAmmoRemaining == 19)
		Canvas.DrawText("Ammo in clip: 19");
		else if(MagAmmoRemaining == 18)
		Canvas.DrawText("Ammo in clip: 18");
		else if(MagAmmoRemaining == 17)
		Canvas.DrawText("Ammo in clip: 17");
		else if(MagAmmoRemaining == 16)
		Canvas.DrawText("Ammo in clip: 16");
		else if(MagAmmoRemaining == 15)
		Canvas.DrawText("Ammo in clip: 15");
		else if(MagAmmoRemaining == 14)
		Canvas.DrawText("Ammo in clip: 14");
		else if(MagAmmoRemaining == 13)
		Canvas.DrawText("Ammo in clip: 13");
		else if(MagAmmoRemaining == 12)
		Canvas.DrawText("Ammo in clip: 12");
		else if(MagAmmoRemaining == 11)
		Canvas.DrawText("Ammo in clip: 11");
		else if(MagAmmoRemaining == 10)
		Canvas.DrawText("Ammo in clip: 10");
		else if(MagAmmoRemaining == 9)
		Canvas.DrawText("Ammo in clip: 9");
		else if(MagAmmoRemaining == 8)
		Canvas.DrawText("Ammo in clip: 8");
		else if(MagAmmoRemaining == 7)
		Canvas.DrawText("Ammo in clip: 7");
		else if(MagAmmoRemaining == 6)       // Not ClipCount < 6 because that would overwrite the reload text.
		Canvas.DrawText("Ammo in clip: 6");
		else if(MagAmmoRemaining == 5)
		Canvas.DrawText("Ammo in clip: 5");
		else if(MagAmmoRemaining == 4)
		Canvas.DrawText("Low Ammo!");
		else if(MagAmmoRemaining == 3)
		Canvas.DrawText("Low Ammo!");
		else if(MagAmmoRemaining == 2)
		Canvas.DrawText("Low Ammo!");
		else if(MagAmmoRemaining == 1)
		Canvas.DrawText("Low Ammo!");
		else if(MagAmmoRemaining < 1)
		Canvas.DrawText("Empty");
how about

Code:
if(MagAmmoRemaining == >3)
		Canvas.DrawText("Ammo in clip: " + MagAmmoRemaining);
else if(MagAmmoRemaining == <4)
Canvas.DrawText("LOW AMMOES");
i mean, ive never coded in UnrealScript before (although i want to learn how) but that seems pretty stupid and even a TOTAL noob like me could see a more effecient way to do it.

Last edited by Prodigy; 06-01-2010 at 03:22 PM.
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  #12  
Old 06-01-2010, 04:46 PM
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vealck vealck is offline
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There appears to be some kind of sound problem. While shooting on full auto, gun is muted and only last shot is heard.
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  #13  
Old 06-01-2010, 04:54 PM
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Quote:
Originally Posted by vealck View Post
There appears to be some kind of sound problem. While shooting on full auto, gun is muted and only last shot is heard.
Its fine for me.
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  #14  
Old 06-01-2010, 06:34 PM
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dogbadger dogbadger is offline
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Quote:
Originally Posted by Freshmeat View Post
Is it whitelisted? I have been longing for a more british armory, like a full SA80 and a L1A1 to replace AK47 and both SCAR and M14.
yep - sa80 and ditch scar, SLR ditch AK, SmLE ditch M14 (wouldn't dare suggest lever...)
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  #15  
Old 06-01-2010, 11:27 PM
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Now we just need a L96A1
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  #16  
Old 06-01-2010, 11:31 PM
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KingJoker KingJoker is offline
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Quote:
Originally Posted by Holy_Colt View Post
Now we just need a L96A1
Id probably quit the game in a instant if that happend.
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  #17  
Old 06-01-2010, 11:58 PM
Olivier Olivier is offline
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Quote:
Originally Posted by KingJoker View Post
Id probably quit the game in a instant if that happend.
Better quit now,
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  #18  
Old 06-02-2010, 12:21 AM
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slavek slavek is offline
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Just curious, how are you supposed to shoot that rifle? Usually mag would be in the middle and in this case, it looks like the bolt would smash your face in if you tried to tuck the rifle close to your face to see through the scope. Unless of course its right handed only
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  #19  
Old 06-02-2010, 02:10 AM
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SA80 is right handed only. also, difficult to use when leaning right side into cover. if youve ever played STALKER, the L85 (aka SA80), has the bolt on the left side so the casings will fly in the players face (looks more epic)
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  #20  
Old 06-02-2010, 02:23 AM
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Holy_Colt Holy_Colt is offline
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Quote:
Originally Posted by slavek View Post
Just curious, how are you supposed to shoot that rifle? Usually mag would be in the middle and in this case, it looks like the bolt would smash your face in if you tried to tuck the rifle close to your face to see through the scope. Unless of course its right handed only
This rifle is a stationary bolt so it would have to be charged by the player instead of a semi auto bolt
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