View Full Version : SwitchArsenal version 6c BETA
legacy-Melaneus
09-15-2003, 09:03 PM
Features added since 6b:
Classes and Purchases are separate systems. You can now play with both running at the same time.
The key for the purchase menu can be changed.
Team-based classes and purchases. Each team can have different sets to choose from.
Classes/Purchases can now have descriptions. They appear to the left of the selection menu.
Classes can optionally change character models. Players will change based on what role they are in. (Bots have issues with this one. They don't change on their first spawn. They also revert to Gorge instead of their original character if no Character is specified.)
Some alterations to the interface, such as a main menu nexus and label support.
I have also included Super Weapon Bar, which gives a different behavior to the weapon bar. This is an updated version that (I hope) saves the player's preference.
I haven't finished the Web Administration yet.
Download SA6cBETA (http://csdgames.ut2003files.com/Downloads/SA6cBETA2.zip)
I also made a "light" version of SA6c, which does not include classes or purchases.
Download SA6c Light (http://csdgames.ut2003files.com/Downloads/SwitchArsenalLight.zip)
legacy-Drag00n
09-15-2003, 11:46 PM
hey Melaneus I didn't get a chance to tell you but something is screwy with the Purchase menu when it comes to saving the list of classes i've made in the slots. Well it doesn't save (wether I use the save team red/ teamless option or the save to blue team options or even the save and exit option) , works fine for the classes menu but not the purchase menu.
and got this message
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 941 MHz with 255MB RAM
Video: NVIDIA GeForce2 GTS/GeForce2 Pro (4523)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
while using the weapon menu and getting sucked into chaos ut2's gravity vortex (which is probably what caused the screw up)
legacy-acc
09-16-2003, 12:53 AM
For the life of me I can't get it to save classes. Or more accurately, it can save the individual classes but not the slots I put them into. So when I start up the match, there are no classes to choose from.
legacy-PurplWulf
09-16-2003, 02:39 AM
I downloaded the "lite" version and there's no .int files included with it, and none of the mutators show up in the menu list :(
legacy-Melaneus
09-16-2003, 03:19 AM
Dangit. It won't save the information if the array doesn't go as far as what number it wants to save to. For a quick fix, add these lines to SwitchArsenal.ini under [SwitchArsenal6cBETA.SwitchArsenal]:
CPresetList=(PresetName="Red Classes")
CPresetList=(PresetName="Blue Classes")
CPresetList=(PresetName="Red Purchases")
CPresetList=(PresetName="Blue Purchases")
There might already be a CPresetList entry. You might want to delete it, or change the lines above to include your changes.
Sorry, it's one of those things you don't catch because you are already in the process and not starting from scratch... Yay for beta testing.
I think I'll make the four team systems separate from the CPresetList array.
I have reuploaded the lite version with it's .int file. How embarrassing for me to forget that... I have uploaded an .int file here (http://csdgames.ut2003files.com/Downloads/SwitchArsenalLight.int) so you don't have to download the entire package again.
legacy-EvilEngine
09-16-2003, 05:19 AM
No offense but all these extras really put me off from using your mut now. Seems all the complication has caused strange selection bugs for me, like I have to press number keys now (6 and 9) just to get to some weapons I selected, I don't know why.
So I have been using WORM instead which doesn't seem to do this.
I still use the older versions that were simple and effective, as I have no need for all that classes stuff.
Word of the day is : K.I.S.S
legacy-Drag00n
09-16-2003, 09:33 AM
well evilengine that is what the lite version is for....... *cough* someone didn't read any of the above post *cough* :p
legacy-EvilEngine
09-16-2003, 01:21 PM
Originally posted by Drag00n
well evilengine that is what the lite version is for....... *cough* someone didn't read any of the above post *cough* :p
Thanks for the sarcasm this morning, your a winner. :rolleyes:
Anyways I still have the same problem with the lite version as well.
legacy-Romanov
09-16-2003, 04:26 PM
weird the classes work fine for me, good idea with the lite version, maybe just do a tidy up of what youve got and make it clear whats the lite version and what it includes and what the extended version is with the classes etc. I know alot of offliners that like the complexity including me :up:
Ive yet to try purchasing with the new version so Ill have a go
http://mark.beaumont3.users.btopenworld.com/rslogo1.jpg (http://remote_strike.moddb.com/)
RATED 9.0 on UT2003HQ!!!
http://www.ut2003hq.com/review_show.php?fid=2783
Downloads:
http://www.filefront.com/r.b/page__file_info/_filepath__/hqn/RemoteStrikev5.zip/_output.html
http://www.filefront.com/r.b/page__file_info/_filepath__/hqn/RemoteStrikev4b.zip/_output.html
legacy-MasterBlaster73
09-17-2003, 05:40 PM
either.
I downloaded the so called newer version. That didn't work. I had the INT file installed. I pasted the INT file that you posted here into my existing INT file. Again no mutator listed.
legacy-MasterBlaster73
09-17-2003, 05:42 PM
New, non-hosed up post.
I can't get SwitchArsenal light to show up in my mutator list either.
I downloaded the so called newer version. That didn't work. I had the INT file installed. I pasted the INT file that you posted here into my existing INT file. Again no mutator listed.
legacy-MasterBlaster73
09-17-2003, 05:51 PM
Dangit. It won't save the information if the array doesn't go as far as what number it wants to save to. For a quick fix, add these lines to SwitchArsenal.ini under [SwitchArsenal6cBETA.SwitchArsenal]:
I just noticed that I do not have a SwitchArsenal.ini. Is that why this mutator will not show up??
legacy-MasterBlaster73
09-17-2003, 06:17 PM
OK I get it.
You must have both mutators installed to use the light version.
Was I supposed to know that?
legacy-Melaneus
09-18-2003, 02:15 AM
MasterBlaster73:
Actually it was probably that the file SwitchObjects.u that was missing from the light version download. That was a badly delivered download. :( My apologies.
This is the very reason why I made these "beta". I knew I was going to screw something up. I've reuploaded with the missing file included.
As for the weapon icon/selection skipping issues:
It's a fundamental flaw in UT2003's weapon selection system.
The quick fix (such as the one used in Worm) is to reassign a weapon's Inventory Group based on what weapon it replaced. However, when weapons can be placed in item pickup spots, randomized in random sets, and added as starting equipment, this fix is no longer viable. If you only intend to replace a few weapons and nothing more, by all means use Worm or an earlier version of SA.
I'm trying to make an advanced fix with Super Weapon Bar, and hopefully once I refine that mutator it will do a good job with the weapons in most situations.
CVROY
09-21-2003, 04:51 PM
I cannot get the randomization for the weapons to work. I have created two sets of weapons, and set them both in the random section. When the map changes, the weapons always stay the same.
I am using the SA6C light version.
legacy-Melaneus
09-21-2003, 10:39 PM
Does the randomization work at first, but stop working after changing a level?
CVROY
09-21-2003, 10:53 PM
nope, nothing at all, all I get is the default Ut2k3 weps... I did make set 1 and set 2 custom weps in the random thinga-majiggy though.
legacy-Melaneus
09-22-2003, 12:02 AM
Hmmmm.... well, if you would send me your SwitchArsenal.ini file to csdgames@adelphia.net, I will look at it and see if I notice any issues there.
Oh, by the way...
I am going to make a few changes since the beta test of 6c.
-The four team class lists are now each their own variable.
RedClasses, BlueClasses, RedPurchases, BluePurchases.
This should make the system less error-prone.
-I have updated the WebAdmin portion, and changed the addition of sub-pages to .int file entries, the same way mutators and weapons are added.
I'll send out another beta once I get things sorted out.
legacy-Romanov
09-22-2003, 06:41 PM
Tested it seems good to me, although a big warning about getting rid of all previous version files would be good, I had a couple hanging around which caused chaos but its all working fine now :up:
cheers
Romanov
(still think this is the best weapon switcher)
http://mark.beaumont3.users.btopenworld.com/rslogo1.jpg (http://remote_strike.moddb.com/)
Downloads:
http://www.filefront.com/r.b/page__file_info/_filepath__/hqn/RemoteStrikev5.zip/_output.html
http://www.filefront.com/r.b/page__file_info/_filepath__/hqn/RemoteStrikev4b.zip/_output.html
jaybud4
09-23-2003, 08:33 PM
Mel: I told Mysterial abou t your "bug" with RPG. I dunno if it's a real bug though.
legacy-Drag00n
09-23-2003, 09:10 PM
I know with switch classes the MW randomness doesn't work....... never checked to see if it works when you place random weapon sets on bases.... hmm
legacy-Melaneus
09-25-2003, 05:55 AM
I've uploaded a new beta, plus I did some updating of the webpage.
-Added "No Team" class and purchase lists.
-The six class/purchase lists are their own variables, no longer part of the preset list. This was causing array problems for some people.
-Fixed up the interface a little.
-If purchase menu key is the default M, a 5 second note will appear when you spawn.
-Created an HTML instruction manual.
-Completed WebAdmin.
SwitchArsenal Webpage (http://csdgames.ut2003files.com/)
Download SA6cBETA2 (http://csdgames.ut2003files.com/Downloads/SA6cBETA2.zip) - 512kb
legacy-BeckXII
09-25-2003, 10:21 AM
cool - new version is noticeably better - still cant get 'limit pickups' to work tho. classes can still pick up weapons dropped by others that arent in their class - any help?
legacy-Drag00n
09-25-2003, 11:06 AM
there is an option you can check in..... one of the menus that allows you to stop other classes from picking up weapons that are not specific to ther class.
legacy-Melaneus
09-25-2003, 11:50 AM
Actually, he's right, the Dropped Pickup Limiter isn't working. I forgot a line of code. I'm uploading it again, and the limiter should work this time...
legacy-Drag00n
09-25-2003, 07:25 PM
oh ok so.... which version shoul dwe download then? SA6cBeta2? or SwitchArsenalBeta??? :confused:
legacy-Melaneus
09-26-2003, 06:02 PM
SA6cBeta2. Oops, left the old file link up there, sorry.
jaybud4
09-29-2003, 06:13 PM
bumpity bump bump. Why waste such a great mut?
legacy-HalfSlothNCamel
09-30-2003, 02:11 AM
Ok so I love this mut, it is absolutely my favorite. I just have a few questions.
1. I am have installed (but dont activate) the weapons of evil and sentinel mutator as well to add some variety to my classes, but the problem is the ammo for those weapons doesnt spawn. If I activate the weapons of evil mod the ammo spawns for the new weapons but not the old ones. Is there a way to edit ammo spawns for custom weapons?
2. Is there a way to change ammo amounts for each class. i.e. the 100 sentinel ammo bonus?
3. Is there a way to make the berserk, double damage, etc. awards permanent or at least last longer?
EDIT: 4. One more thing I just remembered when using your switchboots version of the jump boots, no .ini file is generated, i.e. there is no configurable mutator in the selection menu, so if I place the boots in a class' inventory they get 3 jumps before they run out. Kind of a waste for that class dont you think?
My cousins, friends, and I cant wait to get these problems figured out so we can make a complete custom team fortress game.
legacy-Melaneus
09-30-2003, 02:57 AM
Originally posted by HalfSlothNCamel
Ok so I love this mut, it is absolutely my favorite. I just have a few questions.
1. I am have installed (but dont activate) the weapons of evil and sentinel mutator as well to add some variety to my classes, but the problem is the ammo for those weapons doesnt spawn. If I activate the weapons of evil mod the ammo spawns for the new weapons but not the old ones. Is there a way to edit ammo spawns for custom weapons?
2. Is there a way to change ammo amounts for each class. i.e. the 100 sentinel ammo bonus?
3. Is there a way to make the berserk, double damage, etc. awards permanent or at least last longer?
1: You have to find the ammunition type and add it to the int file entries. Then, as a workaround, you can make a random set with only one weapon and the ammo of choice in the Random Set's ammo type.
Email me at csdgames@adelphia.net if you would like me to find the correct class types for you.
2. Unfortunately I have hardcoded the 100 sentinel ammo bonus. You can use it multiple times in one class to get multiples of 100, but a new class has to be made to go beyond that.
3. As in 3, it requires a new class to be built. However, if you think up a bunch of award types you would like and request them to me, there's a good chance I'll build them for you.
4.So the boots do not save... I am making a new version.
legacy-HalfSlothNCamel
09-30-2003, 03:16 AM
Thanks for the quick response. The one problem is my own fault I wasnt very clear. For question 2 I meant can I add ammo for other guns, similiar to what you have done with the sentinel ammo. For example: +10 rockets as an award/ability.
Ill go ahead and email you my thoughts for awards/penalties.
legacy-Melaneus
09-30-2003, 05:00 AM
I have made a new Boots of Jumping package, that SAVES!
Saves its settings, not your soul... sorry.
It also multiplies jumping power instead of setting a flat height, so it can work on top of other jump modifiers.
SwitchBoots v6c (http://csdgames.ut2003files.com/Downloads/SwitchBoots.zip)
I can either make classes like the Sentinel Ammo, or I could try to let existing ammunition be placed in classes directly. Or both...
legacy-Drag00n
09-30-2003, 01:22 PM
if possible can you add that Melaneus? cause for some reason I can't seem to get the sentinel ammo to appear :(
legacy-Melaneus
09-30-2003, 05:34 PM
Object=(Class=Class,MetaClass=Engine.Ammunition,Na me=Sentinel2b.SentinelDeployerAmmo)
Add this to an .int file and you can place 100 unit crates of Sentinel ammo.
jaybud4
09-30-2003, 06:09 PM
bah, i can't delete this
legacy-Melaneus
10-08-2003, 06:00 PM
Just to let you all know, I'm going to have Warping Pickups in the final of SA6c. It will let you have pickups (including random sets) that will randomly spawn around the level's pathnodes.
legacy-Drag00n
10-08-2003, 07:17 PM
Originally posted by Melaneus
Object=(Class=Class,MetaClass=Engine.Ammunition,Na me=Sentinel2b.SentinelDeployerAmmo)
Add this to an .int file and you can place 100 unit crates of Sentinel ammo.
It still doesn't show up :cry: ah well ill just cheat lol
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