[Pack] BallisticWeapons port to KF

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Sergeant Kelly

FNG / Fresh Meat
Aug 24, 2012
2
0
0
Hello there.

Bear in mind that if you intend to use the Ballistic Weapons Bonus Pack Version 8/9/10 weapons, (Plasma Cannon, black minigun, laser carbine, etc.) you will need to credit me, Captain Xavious, and the BWC crew as well. Porting the Ballistic Weapons is usually fine, but only with proper credit given. We had one guy attempting to pass off a crappy port of our guns as his own, and we did not like that.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
Hello there.

Bear in mind that if you intend to use the Ballistic Weapons Bonus Pack Version 8/9/10 weapons, (Plasma Cannon, black minigun, laser carbine, etc.) you will need to credit me, Captain Xavious, and the BWC crew as well. Porting the Ballistic Weapons is usually fine, but only with proper credit given. We had one guy attempting to pass off a crappy port of our guns as his own, and we did not like that.

I'm not sure if I will port them over, I only used the XMB at the time cause I liked it better then the XMV but since I lost all the files currently I'm doing the vanilla BW pack
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
The conversion is coming along nicely, I have gotten most of the weapons working and now currently fixing other bugs and balances
 

Valken

FNG / Fresh Meat
Aug 5, 2011
308
26
0
Can't wait for a beta of this! Can finally stop playing old KFmod and BW since it works but is still buggy.
 

BFMSAND

FNG / Fresh Meat
Dec 17, 2011
443
10
0
Rainbow Killing Floor
Guys, played ballistic weapons mod yesterday for the first time and it was amazing ! Does ist somehow have some progress here ? (Yeah i ask again but noone answes)
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
Progress is going slow since I ran into a problem where UCC would crash when I tried to use the blood emitter used by BW so I need to recode everything to use KF's
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
The current bugs I am working with:

Ammo doesn't show, says 0 no matter what I do
HAMR projectile explodes when you shoot, reason is it collides with the player, unknown how to fix
 
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BFMSAND

FNG / Fresh Meat
Dec 17, 2011
443
10
0
Rainbow Killing Floor
Hmm sounds bad, bad is too that i dont know about modding sry, i can only test things when you want help, contact me if so.

But keep up the work i think you can make it :) and i think about the nostalgic when i play with these weapons then.. oh yeah good ol Ut2004 times..

EDIT: If Minigun and Flamethrower is ready or other weapons i can test them for you if you want :)
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
I still get the same error except now, I got the ammo to show on the hud and it decreases like it should but when it hits 0 I can still fire and pushing the reload key does nothing, I have no idea how to fix this. I really need professional help here
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
I still get the same error except now, I got the ammo to show on the hud and it decreases like it should but when it hits 0 I can still fire and pushing the reload key does nothing, I have no idea how to fix this. I really need professional help here
Sorry wasn't able to help really last night, you caught me at the wrong time as I had to be up for 3:15 this morning for work. I know I def sorted the ammo/reload bug through the KFWeapon extends by changing one of the functions for the odd weapon of mine.
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
Sorry wasn't able to help really last night, you caught me at the wrong time as I had to be up for 3:15 this morning for work. I know I def sorted the ammo/reload bug through the KFWeapon extends by changing one of the functions for the odd weapon of mine.

Hmm well if you can get it fixed then it will defiantly take alot of trouble off my shoulders, cause I still need to make icons and make the Pawn do the new DeRes effect, also need to find out how to make the melee damage do the decapitate effect like the katana and such
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
new bugs:

HUD bug fixed somewhat, now KFWeapons show 0 clips cause I do not know how to make the HUD see if I have a BallisticWeapon or KFWeapon

Clips on the BallisticWeapon counts up one when you shoot, goes down to where it should when reloaded

Grenades still don't work

If anyone can fix this then here is the hud code

BallisticWeapon.uc
Code:
simulated event WeaponTick(float DT)
{

	if(AmmoAmount(0) >= MagCapacity && !bNoMag)
		MagAmmoRemaining = MagCapacity;
	else
		MagAmmoRemaining = AmmoAmount(0);
}

BallisticHUDKillingFloor.uc
Code:
simulated function CalculateAmmo()
{
	MaxAmmoPrimary = 1;
	CurAmmoPrimary = 1;

	if ( PawnOwner == None || BallisticWeapon(PawnOwner.Weapon) == none || KFWeapon(PawnOwner.Weapon) == none)
		return;

	PawnOwner.Weapon.GetAmmoCount(MaxAmmoPrimary,CurAmmoPrimary);

	if( PawnOwner.Weapon.FireModeClass[1].default.AmmoClass != none )
	{
	   CurClipsSecondary = PawnOwner.Weapon.AmmoAmount(1);
	}
	
	if( KFWeapon(PawnOwner.Weapon).bHoldToReload )
	{
		CurClipsPrimary = Max(CurAmmoPrimary-KFWeapon(PawnOwner.Weapon).MagAmmoRemaining,0); // Single rounds reload, just show the true ammo count.
		return;
	}

	if( BallisticWeapon(PawnOwner.Weapon).bHoldToReload )
	{
		CurClipsPrimary = Max(CurAmmoPrimary-BallisticWeapon(PawnOwner.Weapon).MagCapacity,0); // Single rounds reload, just show the true ammo count.
		return;
	}

	if( BallisticWeapon(PawnOwner.Weapon).bIsBallisticWeapon )
		CurClipsPrimary = (CurAmmoPrimary - BallisticWeapon(PawnOwner.Weapon).MagCapacity) / BallisticWeapon(PawnOwner.Weapon).default.MagCapacity;
	else
		CurClipsPrimary = (CurAmmoPrimary - KFWeapon(PawnOwner.Weapon).MagAmmoRemaining) / KFWeapon(PawnOwner.Weapon).MagCapacity;
		
	// count the partial clip if there is one
	if ( (CurAmmoPrimary - KFWeapon(PawnOwner.Weapon).MagAmmoRemaining) % KFWeapon(PawnOwner.Weapon).MagCapacity > 0 )
		CurClipsPrimary += 1;

	if ( CurClipsPrimary < 0 )
		CurClipsPrimary = 0;
}
 
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