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BattleMOD V5, now with loaded weapons, dodge jump, health regen, etc.

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    #16
    Bumping to hope that the author has not forgotten about this great mod and still plans on developing a UI for it.

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      #17
      Originally posted by BattleMode View Post
      This mutator allows you to tune many aspects of UT3 like weapon switching speed, fire rate of weapons, walking speed, extra starting health, health regeneration, extra high jumping, dodge jumping, max ammo, ammo regeneration and starting the game with all weapons.

      Everything is fully configurable so you can choose which settings you want to use.

      Every setting has been tested to work with dedicated servers.

      V4.1 -> V5
      Removed the HUD enhancements pending Epic patch.
      Added CfgbAllWeapons, CfgHealthRegenPerSecond, CfgHealthMaxRegen,
      CfgAmmoResupplyPerSecond and CfgbAllowDodgeJumping settings.
      Fixed CfgWeaponSwitchSpeedMultiplier to work properly for dedicated servers.

      Download: http://www.onsrpg.com/ut3mods.php (full source code included)
      That looks awesome.. sadly I only have the ps3 version of this game. If I'd love it if someone could cook some of these for ps3 ( NOT to nagg). IM really looking forward to dodge jump on ps3 some day (hopfully)

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        #18
        Makes grabby hands for ps3 version :3

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          #19
          ^^^ it only needs to be mentioned once.

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            #20
            Where should I put the Classes folder? This isn't in my readme file.

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              #21
              Is there any way to turn off hoverboards in DM with this mod running. My bots ride them all the time and it's driving me nuts.

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                #22
                is there any way to make an update witch allows you to configure this mutator ingame? its really complicated if you have to use the readme to see the types of things you can add and then copy and paste them into the config file. Just an idea

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                  #23
                  BattleMOD is not working. I tried editing the values in the .ini, but when I play the game with the BattleMOD mutator, no changes are made.

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                    #24
                    http://ut3.ut-files.com/index.php?di...&search_mode=f

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                      #25
                      mirror v5
                      http://wickedhq.com/index.php?option...atid=10&cid=12

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                        #26
                        it would be nice

                        if I could set floating point values for ammo recharge (and other variables).

                        Currently, if I set CfgAmmoResupplyPerSecond=0.3

                        it saves it as =0

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