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SwitchArsenal6c and SuperWeaponBar 1.5

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    SwitchArsenal6c and SuperWeaponBar 1.5

    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
    SwitchArsenal 6c Non-UMOD

    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

    #2
    Re: SwitchArsenal6c and SuperWeaponBar 1.5

    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:

    Comment


      #3
      No weapons or items are displayed in the SA-menu. :cry:

      Comment


        #4
        Did you press the "Load Equipment Lists" button on the right side?

        Comment


          #5
          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 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

          Comment


            #6
            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:
            Code:
            class FakeAdrenaline extends FakeItem;
            
            defaultproperties {
                 	ItemName="Adrenaline"
                 	PickupClass=Class'xPickups.AdrenalinePickup'
                 	AmmoClassName="xPickups.AdrenalinePickup"
            }
            If you want help making some FakeItem classes, just ask.

            Comment


              #7
              I noticed those fake classes in the int file, wondered what they were for Cool, I'll give that a go later, thanks Melaneus

              Comment


                #8
                Well, I've downloaded the Umod version from the link above and it doesn't work. From the log:

                Code:
                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'

                Comment


                  #9
                  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?

                  Comment


                    #10
                    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.

                    Comment


                      #11
                      Try hitting P for Super Weapon Bar. I believe it's set to disabled by default.

                      Comment


                        #12
                        Ah right, cool I'll try that later Thanks again

                        Comment


                          #13
                          Crowd Pleaser Armoury Collection not showing up

                          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?U...ns%20Excessive(Version%201)-compatible%20versions%20of%20the%20Crowd-Pleaser%20Armoury%20Collection%20weapons:%20for%20 all%20the%20Crowd-Pleasing%20fun%20of%20the%20originals,%20now%20tak en%20in%20excess.

                          Comment


                            #14
                            I have a suggestion....

                            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.

                            Comment


                              #15
                              There is such a thing as an "edit" button

                              Comment

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