View Full Version : Can someone with a PS3 test a weapon and a map for me?
DazJW
02-19-2009, 09:28 AM
I've cooked my Assault Carbine (see my sig) for PS3 and as it's the first weapon I've cooked for PS3 (I don't know if they even work) it could do with testing.
Edit: New download
Here's a download link (http://icfra.cncguild.net/AssaultCarbineBeta351ByDazJW_PS3.zip).
I've also PS3 cooked an updated version of my UT2D map Ducts, but I haven't cooked a PS3 map for a while and I'm not sure if UT2D 2.0 even works on PS3 so that needs testing before I do a proper release too.
UT2D Ducts here. (http://icfra.cncguild.net/UT2D-Ducts_20-PS3-DazJW.zip)
Cheers
euchreplayer23
02-19-2009, 06:31 PM
The link in your text file in your zip file was dead for UT2D. (The link to the PS3 version anyways). So I could not test it.
The weapon didn't work please see the adjustments to you ini that you should make in order for it to maybe work
b4:
[UTWeap_ASRifle UTUIDataProvider_Weapon]
ClassName=Mod_DZWPASRifle.UTWeap_ASRifle
AmmoClassPath=Mod_DZWPASRifle.UTAmmo_ASRifle
Flags=
FriendlyName=Assault Carbine
Description=The Assault Carbine is a rapid fire bullet weapon with an attached grenade launcher.
MeshReference=SkeletalMesh'DZ_WP_ASRifle.Mesh.SK_A SRifle_3rd'
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[Mut_ASRifle UTUIDataProvider_Mutator]
ClassName=Mod_DZWPASRifle.Mut_ASRifle
FriendlyName=Spawn - Assault Carbine
Description=Spawn with the Assault Carbine.
GroupNames=WEAPONRESPAWN
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[Mut_ASRifle_A UTUIDataProvider_Mutator]
ClassName=Mod_DZWPASRifle.Mut_ASRifle_A
FriendlyName=Arena - Assault Carbine
Description=Play an Assault Carbine only game with unlimited ammo.
GroupNames=WEAPONMOD|WEAPONRESPAWN
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[LoadForAllGameTypes]
Package=Mod_DZWPASRifle
after:
[Mut_ASRifle UTUIDataProvider_Mutator]
ClassName=Mod_DZWPASRifle.Mut_ASRifle
FriendlyName=Spawn - Assault Carbine
Description=Spawn with the Assault Carbine.
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[Mut_ASRifle_A UTUIDataProvider_Mutator]
ClassName=Mod_DZWPASRifle.Mut_ASRifle_A
FriendlyName=Arena - Assault Carbine
Description=Play an Assault Carbine only game with unlimited ammo.
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[LoadForAllGameTypes]
Package=Mod_DZWPASRifle
u do not have to put in the weapon section. It will just screw up the PS3 ie not read the jam file properly. There is no "console command" for the PS3 you can't use the weapon replacer in this way. The PS3 is not configurable. PM me if you need help or if I can be of other help.
skwisdemon666
02-19-2009, 08:57 PM
it may be configurable after the titan patch
DazJW
02-20-2009, 03:11 AM
Cheers, the console command line was just something left from the PC readme I forgot to remove.
I've changed the first link to an updated file, can someone try that for me?
I'm not sure you need the UT2D mod to try the maps as it should have cooked the code into it.
euchreplayer23
02-20-2009, 06:13 PM
Cheers, the console command line was just something left from the PC readme I forgot to remove. I've changed the first link to an updated file, can someone try that for me?
I'm not sure you need the UT2D mod to try the maps as it should have cooked the code into it.
You do need the 2.0 version of UT2D to test it. I tested it with 1.2 and it would not load properly. The PS3 weapon still doesn't work give me a sec.
Here it is working for the PS3...
http://files.filefront.com/AssaultCarbinePS3zip/;13333491;/fileinfo.html
Here it the revised mutator code
Infinite ammo with no other weapons....
class AssaultCarbineInfinite extends UTMutator
config(Game);
function InitMutator(string Options, out string ErrorMessage)
{
if ( UTGame(WorldInfo.Game) != None )
{
UTGame(WorldInfo.Game).DefaultInventory[0] = class'Mod_DZWPASRifle.UTWeap_ASRifle';
}
Super.InitMutator(Options, ErrorMessage);
}
function bool CheckReplacement(Actor Other)
{
if (Other.IsA('UTWeapon') && !Other.IsA('UTVehicleWeapon') && !Other.IsA('UTWeap_ASRifle') && !Other.IsA('UTWeap_Translocator'))
{
return false;
}
else
{
return !Other.IsA('PickupFactory');
}
}
function ModifyPlayer(Pawn Other)
{
local UTInventoryManager UTInvManager;
UTInvManager = UTInventoryManager(Other.InvManager);
if (UTInvManager != None)
{
UTInvManager.bInfiniteAmmo = true;
}
Super.ModifyPlayer(Other);
}
defaultproperties
{
}
Part of regular inventory....
class AssaultCarbine extends UTMutator
config(Game);
function InitMutator(string Options, out string ErrorMessage)
{
if ( UTGame(WorldInfo.Game) != None )
{
UTGame(WorldInfo.Game).DefaultInventory[0] = class'Mod_DZWPASRifle.UTWeap_ASRifle';
}
Super.InitMutator(Options, ErrorMessage);
}
defaultproperties
{
}
DazJW
02-21-2009, 04:48 AM
Great, thanks.
DazJW
02-21-2009, 07:10 AM
To make sure I've got this right, does this work?
Beta 352 Download (http://icfra.cncguild.net/AssaultCarbineBeta352PS3ByDazJW.zip)
euchreplayer23
02-21-2009, 08:57 AM
it works fine now. No problems that I can see. The alt fire is a little slow on reload. Maybe add a small smoke trail to make it pop off the screen. (similar to wrecking gun but less smoke)
DazJW
02-21-2009, 11:34 AM
Awesome, thanks for your help.
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