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Manual Reloading Mutator!!!

I've tried adding:

''class'KFMod.BoomStick'.default.bModeZeroCanDryFire = False;''

to the list.

But it doesn't seem to work with the hunting shotgun. Maybe that's why you left it out in the first place?

There's a typo in there, it seems. Unless, for some reason, "Fire" now has a space in it.

But the Hunting Shotgun is a little different. It automatically reloads once it's empty. Other weapons only automatically reload when trying to fire while it's empty. The function to reload is literally called by the game when using the Hunting Shotgun. It would take a dirt hack-esque mutator to prevent that, and it would probably break the M79 as well.
 
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There's a typo in there, it seems. Unless, for some reason, "Fire" now has a space in it.

But the Hunting Shotgun is a little different. It automatically reloads once it's empty. Other weapons only automatically reload when trying to fire while it's empty. The function to reload is literally called by the game when using the Hunting Shotgun. It would take a dirt hack-esque mutator to prevent that, and it would probably break the M79 as well.

The 'space' is just an error caused by the forum formating when posting it. :)

Braindead also told me that it was different from most other guns in the game. He might, or not, some day, look into it, he said.

But since that weapon only has a 2 ammo clip (or what that's called in this case) then I personally, now, don't see it as much of a downside to such a mutator.

I am actually thinking of dropping the manual reload for the lever gun, too, since it doesn't have the same 'reload lock issue' that you have with many of the other guns. It's just easier not to get reload locked with it since it fires one shot and then has a mini-reload animation.
 
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Does anybody know of the proper weapon class names for compiling for the:

FNFAL ACOG

and the

HSG-1 shotgun

?

I've found all the other weapon class names needed for compiling, but for these two last weapons, I haven't.

I've tried 'KFMod.FNFAL_ACOG' and 'KFMod.KSG' with no success.
 
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FNFAL_ACOG_AssaultRifle
KSGShotgun

Damn, you're good. Thanks man

Here's the almost completed list for Braindead's version. Let me know if I missed a weapon that works with this script. :)


Code:
           class'KFMod.single'.default.bModeZeroCanDryFire = False;
           class'KFMod.winchester'.default.bModeZeroCanDryFire = False;
           class'KFMod.shotgun'.default.bModeZeroCanDryFire = False;
           class'KFMod.mac10mp'.default.bModeZeroCanDryFire = False;
           class'KFMod.AA12AutoShotgun'.default.bModeZeroCanDryFire = False;
           class'KFMod.Dualies'.default.bModeZeroCanDryFire = False;
           class'KFMod.Deagle'.default.bModeZeroCanDryFire = False;
           class'KFMod.FlameThrower'.default.bModeZeroCanDryFire = False;
           class'KFMod.AK47AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.DualDeagle'.default.bModeZeroCanDryFire = False;
           class'KFMod.MP7MMedicGun'.default.bModeZeroCanDryFire = False;
           class'KFMod.SCARMK17AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.M32GrenadeLauncher'.default.bModeZeroCanDryFire = False;
           class'KFMod.BullPup'.default.bModeZeroCanDryFire = False;
           class'KFMod.M14EBRBattleRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.MP5MMedicGun'.default.bModeZeroCanDryFire = False;
           class'KFMod.M7A3MMedicGun'.default.bModeZeroCanDryFire = False;
           class'KFMod.SCARMK17AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.M14EBRBattleRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.M4203AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.M4AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.Magnum44Pistol'.default.bModeZeroCanDryFire = False;
           class'KFMod.Dual44Magnum'.default.bModeZeroCanDryFire = False;
           class'KFMod.BenelliShotgun'.default.bModeZeroCanDryFire = False;
           class'KFMod.KSGShotgun'.default.bModeZeroCanDryFire = False;
           class'KFMod.FNFAL_ACOG_AssaultRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.Crossbow'.default.bModeZeroCanDryFire = False;
           class'KFMod.M99SniperRifle'.default.bModeZeroCanDryFire = False;
           class'KFMod.MK23Pistol'.default.bModeZeroCanDryFire = False;
           class'KFMod.DualMK23Pistol'.default.bModeZeroCanDryFire = False;
           class'KFMod.M79GrenadeLauncher'.default.bModeZeroCanDryFire = False;
           class'KFMod.LAW'.default.bModeZeroCanDryFire = False;
           class'KFMod.DualMK23Pistol'.default.bModeZeroCanDryFire = False;
These are tested to compile without any errors.

I personally set most semi manual weapons to 'true'. But weapons with magazines to 'false'. That works well for me. :)
 
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If you wanted an update on the weapon list, you should of asked lol. I use my own version of this with custom and default weapons split from each other so I know what is what. I could of give you mine (the default part).

Don't mind if you do! It was quite an adventure finding a few of the weapons names for myself, lol. My list isn't sorted in any shape or form, either. lol
 
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Don't mind if you do! It was quite an adventure finding a few of the weapons names for myself, lol. My list isn't sorted in any shape or form, either. lol
Here you go, all the default weapons:
Code:
// Official Default Weapons        
             class'KFMod.single'.default.bModeZeroCanDryFire = False;
             class'KFMod.winchester'.default.bModeZeroCanDryFire = False;
             class'KFMod.shotgun'.default.bModeZeroCanDryFire = False;
             class'KFMod.mac10mp'.default.bModeZeroCanDryFire = False;
             class'KFMod.AA12AutoShotgun'.default.bModeZeroCanDryFire = False;
             class'KFMod.Dualies'.default.bModeZeroCanDryFire = False;
             class'KFMod.Deagle'.default.bModeZeroCanDryFire = False;
             class'KFMod.FlameThrower'.default.bModeZeroCanDryFire = False;
             class'KFMod.AK47AssaultRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.DualDeagle'.default.bModeZeroCanDryFire = False;
             class'KFMod.MP7MMedicGun'.default.bModeZeroCanDryFire = False;
             class'KFMod.SCARMK17AssaultRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.M32GrenadeLauncher'.default.bModeZeroCanDryFire = False;
             class'KFMod.BullPup'.default.bModeZeroCanDryFire = False;
             class'KFMod.M14EBRBattleRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.MP5MMedicGun'.default.bModeZeroCanDryFire = False;
             class'KFMod.M4AssaultRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.M4203AssaultRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.Magnum44Pistol'.default.bModeZeroCanDryFire = False;
             class'KFMod.Dual44Magnum'.default.bModeZeroCanDryFire = False;
             class'KFMod.LAW'.default.bModeZeroCanDryFire = False;
             class'KFMod.BenelliShotgun'.default.bModeZeroCanDryFire = False;
             class'KFMod.Boomstick'.default.bModeZeroCanDryFire = False;
             class'KFMod.MK23Pistol'.default.bModeZeroCanDryFire = False;
             class'KFMod.DualMK23Pistol'.default.bModeZeroCanDryFire = False;
             class'KFMod.FNFAL_ACOG_AssaultRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.M99SniperRifle'.default.bModeZeroCanDryFire = False;
             class'KFMod.KSGShotgun'.default.bModeZeroCanDryFire = False;
             class'KFMod.M7A3MMedicGun'.default.bModeZeroCanDryFire = False;
 
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Dont u think that this realisation doesnt carry out the objective of the mutator? Its better to dynamically assign that value to every spawned kfweapon, which is satisfying our conditions (non-melee and have mag capacity larger than 2).

Could you maybe rephrase this again? And quote some text that it relates to? Because I am not completely sure what you're trying to say. :)
 
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Hey guys sorry to bother but all I see is a bunch of code and no proper mutator files. I mean, is the download link at the first page the latest and whitelisted version? Does that work with a listen and a dedicated server?
Thanks in advance.

You can compile the mutator yourself. But I have one I could send you privately with all the new weapons, though. PM me if you like it. It works with dedicated servers and listen, yes. it's not the whitelisted one, though, but just use ServerPeaks for the peaks.
 
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