View Full Version : SwitchArsenal6c and SuperWeaponBar 1.5
legacy-Melaneus
10-17-2003, 05:10 AM
Well, time to cross my fingers and hope I didn't forget anything this time...
SwitchArsenal 6c
This version introduces a new random location pickup system (BIG BIG BIG thanks to Mysterial, who made Random Item Placement) and some other stuff like sortable lists in the menu interface. I'll get the website updated right quick.
SwitchArsenal 6c UMOD (http://csdgames.ut2003files.com/Downloads/SwitchArsenal6cUMOD.zip)
SwitchArsenal 6c Non-UMOD (http://csdgames.ut2003files.com/Downloads/SwitchArsenal6c.zip)
Super Weapon Bar 1.5
With this mutator, a new weapon bar appears that acts differently from the original. The weapons each get their own spot instead of being stacked. The selected weapon is always in the middle, and the bar scrolls off the screen.
1.5 appears to fix every crash that has come up with earlier versions. It's compatible with Mysterial's Magic Weapons in UT2003RPG, as well.
SWB1.5 is included with SA6c, or you can download it separately.
SuperWeaponBar 1.5 (http://csdgames.ut2003files.com/Downloads/SuperWeaponBar105.zip)
Kyllian
10-17-2003, 07:17 AM
Originally posted by Melaneus
Super Weapon Bar 1.5
With this mutator, a new weapon bar appears that acts differently from the original. The weapons each get their own spot instead of being stacked. The selected weapon is always in the middle, and the bar scrolls off the screen. Cool :up:
legacy-Gobi
10-17-2003, 07:46 AM
No weapons or items are displayed in the SA-menu. :cry:
legacy-Melaneus
10-17-2003, 07:50 AM
Did you press the "Load Equipment Lists" button on the right side?
Radiosity
10-17-2003, 09:28 AM
Ok, I'm using the light version at the moment as I have absolutely no use for classes and all that shabang :) Excellent mutator by the way, I've got a ton of custom weapons I've made and my mutator menu was getting a little crowded, so I removed all the mutators totally and now use SA to switch all my weapons :D However, I have a question about custom items.
I made a number of mutators to switch things like Health with SuperKeg, shield -> Supershield etc etc, and also have a few custom items like mini-udamage that replace the mini health vials. Now, how the hell do I get SA to recognize my custom stuff? At the moment I'm leaving SA at default (no item replacements at all) and then using my own item replacer muts to switch stuff, because I can't get my items recognized by SA, and the default replacement stuff doesn't work (example, I select SuperKeg to replace Health, and it simply removes the Health completely, not replacing it).
I've got my items declared correctly in my int file, but they don't appear in your Item lists for SA. Am I missing something? I'm declaring them as Engine.Pickup, which I'm assuming is correct, and I've tried a couple of other things as well, but nothing seems to work. Also, there's a problem with the Minihealth as well - if I leave the items at default with no custom replacement (as I mentioned above) then I can still use my own mutators to replace, on everything except the minihealth pickups, meaning I can't use any of my own custom pickups :( Adrenaline works fine (I use the SuperPowerPills mutator, which works fine).
Any info on this would be great as SA is perfect for what I want, but I could really do with sorting these little issues out :)
Thanks, and keep up the great work
DS
legacy-Melaneus
10-17-2003, 09:54 AM
SwitchArsenal relies on Inventory classes to place stuff. Bonus Pickups such as health, adrenaline, etc. do not have an Inventory class. To use them in SA you must create a class of type SwitchObjects.FakeItem that points to that pickup. All of the entries you see in the item pickup list had to be set up to do this.
Fake Items are quite simple and do not have to be part of the original package.
This is the Fake Item Inventory code for Adrenaline:
class FakeAdrenaline extends FakeItem;
defaultproperties {
ItemName="Adrenaline"
PickupClass=Class'xPickups.AdrenalinePickup'
AmmoClassName="xPickups.AdrenalinePickup"
}
If you want help making some FakeItem classes, just ask.
Radiosity
10-17-2003, 10:09 AM
I noticed those fake classes in the int file, wondered what they were for :) Cool, I'll give that a go later, thanks Melaneus
Radiosity
10-17-2003, 10:20 AM
Well, I've downloaded the Umod version from the link above and it doesn't work. From the log:
Warning: Failed to load 'SwitchObjects': Can't find file for package 'SwitchObjects'
Warning: Failed to load 'SwitchArsenal6c': Can't find file for package 'SwitchObjects'
Warning: Failed to load 'Class SwitchArsenal6c.SwitchArsenal': Can't find file for package 'SwitchObjects'
Log: Failed to load 'Class SwitchArsenal6c.SwitchArsenal': Can't find file for package 'SwitchObjects'
Warning: Failed to load 'SwitchObjects': Can't find file for package 'SwitchObjects'
Warning: Failed to load 'SwitchArsenal6c': Can't find file for package 'SwitchObjects'
Warning: Failed to load 'Class SwitchArsenal6c.MutRandFragBucks': Can't find file for package 'SwitchObjects'
Log: Failed to load 'Class SwitchArsenal6c.MutRandFragBucks': Can't find file for package 'SwitchObjects'
:)
legacy-Melaneus
10-17-2003, 10:29 AM
Gosh DANGIT! That's the second time that file snuck out of an upload! I'm reposting it immediately with that file intact. But don't you already have SwitchObjects.u that came with the light version?
Radiosity
10-17-2003, 10:40 AM
Yep, got it working without any problems but thought you'd probably want to know about the missing file :) Oh, and what's the WeaponBar supposed to do? I added the mutator but it doesn't appear to do anything....... Is it like the renumber weapons in Worm? I've got a load of weapons and so quite often the default inventory slots get messed up, was hoping SuperWeaponBar would fix that. I added a few weapons that occupy the same slots (2 weapons in the Rocket slot, 2 in the Linkgun slot) but still had to hit the actual number key twice to cycle through the weapons.
edit: I should clarify that the weapon bar is exactly the same as the default when using the SuperWeaponBar, and doesn't scroll as it says it should in the readme. And there's no entry or warning or anything in the logfile either.
legacy-Melaneus
10-17-2003, 10:55 AM
Try hitting P for Super Weapon Bar. I believe it's set to disabled by default.
Radiosity
10-17-2003, 12:02 PM
Ah right, cool I'll try that later :) Thanks again :D
legacy-MasterBlaster73
11-22-2003, 08:10 AM
Melaneus,
I just installed the new version of the The Crowd Pleaser Armoury Collection By Brett TheSquirrelKing (Below). The weapons do not show up in SwitchArsenal Version 6c (it is listed as compatable on your web site.
http://www.ut2003hq.com/downit.php?URL=http://www.filefront.com/?filepath=/hqn/ECPAC.zip&SS=http://www.hqnfiles.com/ss/ECPAC2.jpg&NAME=ECPAC&AUTH=TheSquirrelKing%20&ID=3141&DESC=This%20pack%20contains%20Excessive(Version%20 1)-compatible%20versions%20of%20the%20Crowd-Pleaser%20Armoury%20Collection%20weapons:%20for%20 all%20the%20Crowd-Pleasing%20fun%20of%20the%20originals,%20now%20tak en%20in%20excess.
legacy-MasterBlaster73
11-22-2003, 08:37 AM
Melaneus,
I have a suggestion....
When in the "Weapons" tab area, it would be really benefical to have a picture on the weapon you select in the lower left portion of the screen. This way could see what weapon you were switching to. A 3D rotating view would really be great.
Kyllian
11-22-2003, 08:45 AM
There is such a thing as an "edit" button
legacy-Shuri
11-22-2003, 08:55 AM
What's the command to change the SuperWeaponBar behaviour?
I already have P bound to something.
edit: played with it, doesn't work the same way as I thought it would. Could it be made into a bind, instead of being coded to that key?
legacy-MasterBlaster73
11-22-2003, 08:58 AM
There is such a thing as an "edit" button
What are you referring to? I have seen no edit button in SwitchArsenal. Could you be a bit more narrative??:eek: :eek:
Kyllian
11-22-2003, 09:13 AM
I'm referring to the edit button for your posts
legacy-MasterBlaster73
11-22-2003, 09:27 AM
What's your point? I know posts can be edited.
legacy-Shuri
11-22-2003, 09:37 AM
His point was that you made two posts in a row, when it would have been better to just edit.
legacy-MasterBlaster73
11-22-2003, 10:18 AM
Thanks for the explanation.
Because they were unrelated subjects I intended them to be two posts.
legacy-A2597
11-22-2003, 10:29 AM
First off, EXCELLENT mutator (SWB)
one problem though.
mouse wheel up = previous weapon
mouse wheel down = next weapon
any way to change these? they override the control options compleatly there...I kep switching to the wrong weapon. :D
Radiosity
11-22-2003, 10:47 AM
Hmm, still can't get those fake items working. My FakeItem classes aren't recognizing FakeItem as a Superclass.
class FakeKegOHatredPickup extends FakeItem;
Which gives me a 'Cannot find Superclass' error on compile. It does the same with all my items. Any idea why? Thanks :)
Incidentally, would it be possible to add a replacement slot in the weapons screen to replace the Ion Cannon itself? That'd rock :D
legacy-Melaneus
11-22-2003, 06:26 PM
Originally posted by DarkSaber
Hmm, still can't get those fake items working. My FakeItem classes aren't recognizing FakeItem as a Superclass.
class FakeKegOHatredPickup extends FakeItem;
Which gives me a 'Cannot find Superclass' error on compile. It does the same with all my items. Any idea why? Thanks :)
Incidentally, would it be possible to add a replacement slot in the weapons screen to replace the Ion Cannon itself? That'd rock :D
You must have EditPackages=SwitchObjects in the list, before EditPackages=YourPackage. Otherwise it won't know where the FakeItem class is.
Originally posted by Shuri
What's the command to change the SuperWeaponBar behaviour?
I already have P bound to something.
edit: played with it, doesn't work the same way as I thought it would. Could it be made into a bind, instead of being coded to that key?
Dang Epic didn't have interactions capture keybind events. This makes it really difficult to program keybinding, because super weapon bar doesn't have any class that capture keybind events.
Radiosity
11-22-2003, 08:12 PM
Ahhh, of course.....didn't think to add it to my Editpackages :)
*Looks embaressed
Thanks again :up:
PS - IonCannon? ;)
legacy-Melaneus
11-23-2003, 03:13 AM
The Ion Cannon? What the heck are you going to replace it with? Sorry, I will not add that to SA but I could make a mutator that would do that. I have to see how the Ion Cannon works.
Radiosity
11-23-2003, 08:00 AM
Well, one thing is an orbiatal missile battery (part of a minimod I'm working on with some other people), so It'd be sweet to be able to replace the Ion with that through SA :) I may make other weapons too at some point. Thing is, I'm not a fulltime coder, so making a mutator for the Ion is giving me hassle - keep getting infinite script recusion errors and stuff. I don't have issues with other mutators, just the Ion cannon. Not to worry though, I'll figure something out I'm sure :D
legacy-Shuri
11-23-2003, 01:38 PM
Can there be an ini option to turn the welcome message in SWB off? Starting to annoy me ;)
In SwitchArsenal, can the first two weapon slots be replaced by random selections? When I try, I spawn with no weapons.
jaybud4
11-23-2003, 06:46 PM
are there any differences between SWB 1.5 & 1.7? I have 1.7 hosted on my site, FYI.
legacy-Melaneus
11-23-2003, 11:41 PM
New in 1.7
Wrap edges options added.
P now opens up a menu instead of just changing the timing.
legacy-Melaneus
11-23-2003, 11:43 PM
Originally posted by Shuri
Can there be an ini option to turn the welcome message in SWB off? Starting to annoy me ;)
In SwitchArsenal, can the first two weapon slots be replaced by random selections? When I try, I spawn with no weapons.
1. I'll put an option in for that
2. No. The inventory replacement function does not recognize Random sets as special and will try to add the Set (which is only a placeholder) to the inventory.
legacy-Melaneus
12-03-2003, 08:12 AM
New in version 1.8
Defaults to wrapping edges and a short delay. No longer disabled by default.
Removed P key menu link.
You can still access the menu by typing "set swb menu 1" in the console.
Download (http://csdgames.ut2003files.com/Downloads/SuperWeaponBar108.zip)
legacy-CaNNoN
12-03-2003, 08:42 AM
Originally posted by Melaneus
New in version 1.8
Defaults to wrapping edges and a short delay. No longer disabled by default.
Removed P key menu link.
You can still access the menu by typing "set swb menu 1" in the console.
Download (http://csdgames.ut2003files.com/Downloads/SuperWeaponBar108.zip)
Melaneus
I didn't get a chance to try this out yet, as I'm walking out the door to go to work, but I have mirrored (http://www.ut2003hq.com/pafiledb/pafiledb.php?action=file&id=3183) it for you. Hope this helps on the downloads :D
legacy-Trigon
12-26-2003, 11:58 PM
Hiya , just down loaded and installed the 6c version , seem to have a little problem , running out of ammo for the shock sniper , and there's none shown in the list of ammo avaibility ?? thanks for any help you can give me , happy holidays all :)
Tri
legacy-Melaneus
12-27-2003, 08:02 PM
Is the Shock Sniper a custom weapon? Please send me a link to the weapon and I can figure out what kind of ammuntion it uses. Then I can send you the file you need to include the ammunition for that gun.
legacy-Trigon
12-31-2003, 09:25 AM
Originally posted by Melaneus
Is the Shock Sniper a custom weapon? Please send me a link to the weapon and I can figure out what kind of ammuntion it uses. Then I can send you the file you need to include the ammunition for that gun.
ok , here ya go Bud :http://www.filefront.com/r.b/page__file_info/_filepath__/hqn/ShockSniper_v2.2.zip/_output.html
that's where I downloaded it from , It seemed that this guns been around a while now ,and If I rememeber right on an older version of this weapon and a older version of your program that it did fine ...but its been several months ago since I had the game loaded up and fooled with it .....I'll send ya my email on a PM instead of putting it here , thanks for the help :cool: !
Tri
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