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Force To Walk Mutator
http://www.runestorm.com/forums/viewtopic.php?f=27&t=56962
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Author:  Scorpion_SK [ Thu May 01, 2008 6:02 pm ]
Post subject:  Force To Walk Mutator

This mutator forces player to walk when scope or ironsight of weapon is enabled. This make scopes and ironsights features of Ballistic Weapons more comfortable to use and make the mod more user friendly.

DOWNLOAD: Ballistic Force To Walk Mutator (Version 1.3)

I have only tested it offline with bots (because i have only one computer :)).
But if you find any bugs, please tell me and i try to fix it.

Mutator Updates:
Version 1.1:
- Railgun scope bug fixed. Now M75 railgun can be used with this mutator.

Version 1.2:
- Fixed the bug with Ballistic Loadout menu.
- A name of the mutator in mutators list changed to "Ballistic Force To Walk"

Version 1.3:
- Fixed "Accessed None" warning bug in spectator mode
- Mutator ignores weapons which have no scopes or sights
- Created mutator settings menu with 2 new features:
-- Disable scope returning
-- Preserve scope view

Author:  headhunter [ Thu May 01, 2008 9:53 pm ]
Post subject:  Force To Walk Mutator

Thanks, I've been hoping for a mod like this.

Author:  Captain Xavious [ Fri May 02, 2008 5:59 am ]
Post subject:  Force To Walk Mutator

Pretty sweet. I'll be getting this today.

Author:  Scorpion_SK [ Fri May 02, 2008 9:43 am ]
Post subject:  Force To Walk Mutator

I fixed the bug with railgun. Download link in first post updated. Sorry for inconvenience.

Author:  Glosmostinex [ Fri May 02, 2008 11:07 am ]
Post subject:  Force To Walk Mutator

finally someone made this mutator :D
Allelujah!

Author:  SHAD0Wdump [ Fri May 02, 2008 1:15 pm ]
Post subject:  Force To Walk Mutator

And some said it would be more trouble than its worth.HAH. :D

Author:  Kaboodles [ Fri May 02, 2008 5:38 pm ]
Post subject:  Force To Walk Mutator

SHAD0Wdump wrote:
And some said it would be more trouble than its worth.HAH. :D


Well, it hasn't been tested online yet.

Nice work. I did find one bug though. The mutator seems to break the mutate Loadout command, so you can't change your Loadouts mid-game.

Also, if you make another release, could you append "Ballistic" to the front of the name, so it can be more easily found? Call it "Ballistic Sight-walk" or something.

Author:  skyfe [ Fri May 02, 2008 7:18 pm ]
Post subject:  Force To Walk Mutator

no homo but.... i love you

Author:  Scorpion_SK [ Sat May 03, 2008 3:27 am ]
Post subject:  Force To Walk Mutator

Kaboodles wrote:
The mutator seems to break the mutate Loadout command, so you can't change your Loadouts mid-game.

I tested it with Ballistic Loadout and it is working (in my computer B)).

1. Please check your keybindings in User.ini file.
2. Please post full list of mutators you have enabled, i must see this because maybe my mutator conflicts with another one.
3. Tell me in which gametype you are tested it when this bug appears.

Sorry for my bad english.

Author:  Kaboodles [ Sat May 03, 2008 9:46 am ]
Post subject:  Force To Walk Mutator

Just tried it out again. Mutate Loadout works when you play the standard gametypes and run the Ballistic Loadout mutator on top of it. It doesn't work when you use the Ballistic gametypes and set the inventory mode to Loadout in the rules tab.

Author:  Scorpion_SK [ Sat May 03, 2008 11:46 am ]
Post subject:  Force To Walk Mutator

I have fixed the bug with loadout menu. Thank you for testing. Check again the first post for new download.

Author:  Kaboodles [ Thu May 15, 2008 11:03 am ]
Post subject:  Force To Walk Mutator

Dunno if you're still working on this, but I found another minor issue.

My log file gets filled with a massive number of Accessed Nones whenever there isn't currently a player on the level (pre-match, I die, etc.).

Code:
Log: Precaching: DM-Rankin.LevelInfo0
Log: Static mesh batches: 11056356 vertex bytes, 878568 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Finished precaching geometry in 2.483 seconds
Log: Finished precaching textures in 1.576 seconds
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
...
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
Warning: MutForceToWalk DM-Rankin.MutForceToWalk (Function MutForceToWalk.MutForceToWalk.Tick:002F) Accessed None 'Pawn'
ScriptLog: START MATCH

Author:  Scorpion_SK [ Thu May 15, 2008 2:29 pm ]
Post subject:  Force To Walk Mutator

Kaboodles wrote:
Dunno if you're still working on this, but I found another minor issue.

I will fix this bug later because i am very busy with my degree project in university %-6 :((. Maybe for this time more bugs will be found and new update will be more complex.
Thanks for reporting.

Author:  Kaboodles [ Sat May 17, 2008 3:23 pm ]
Post subject:  Force To Walk Mutator

Ah, found another thing. Holding down the sights button for weapons not using iron sights (melee, grenades, etc.) causes you to walk as well. Nothing major, just pointing it out.

I can't thank you enough for this mutator. Not having to hold down walk or crouch makes the gameplay so much smoother.

Author:  uzi4u [ Fri May 23, 2008 11:29 am ]
Post subject:  Force To Walk Mutator

good mod. Not sure if this is related, but, i had a CTD, and got this:

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1667 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5600 (9147)

General protection fault!

History: FMallocWindows::Free <- FMallocWindows::Realloc <- 1B5ED000 0 FArray <- FArray::Realloc <- 0*48 <- FMallocWindows::Free <- FSkinVertexStream::GetStreamData <- FMallocWindows::Realloc <- 1B5EB800 8208 FArray <- FArray::Realloc <- 342*24 <- FCanvasUtil::DrawTile <- UCanvas::DrawTile <- UCanvas::WrappedPrint <- (Reika saw eye to eye with Ayala's MRT6.) <- UCanvas::execDrawText <- (HudCDeathmatch DM-Blackhawk.HudCDeathmatch @ Function Engine.HUD.DisplayMessages : 02A8) <- UObject::ProcessEvent <- (HudCDeathmatch DM-Blackhawk.HudCDeathmatch, Function Engine.HUD.PostRender) <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level DM-Blackhawk <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Author:  Grobut [ Tue Jun 03, 2008 12:13 pm ]
Post subject:  Force To Walk Mutator

An excellent mutator, my hat's off to you kind sir.

Author:  potvin121 [ Wed Jun 11, 2008 9:12 pm ]
Post subject:  Force To Walk Mutator

i like the mod and if you need some 1 to test it online just respond to this post and tell me the name of the server and when it's gonna be up :]

Author:  Scorpion_SK [ Mon Jun 23, 2008 2:54 pm ]
Post subject:  Force To Walk Mutator

I have updated the mutator again 8). In this release i have fixed the "Accessed None" bug (i hope for all gametypes ?!), add small options menu and some new features. New download link in first post.

New features of the mutator:
- Now mutator ignores weapons which have no scopes or sights and don't forces to walk with grenades, knifes, mines, JL21 MRL and any future weapons which will have no sights
- Now mutator have settings menu
- Mutator disables automatic returning to scope view after reloading, cocking weapon or using special function (this feature is optional and not active by default, use mutator settings to activate it)
- Mutator holds walking when reloading or cocking weapon with scope enabled, this feature is very useful for shotguns (this feature is optional and not active by default and this feature works only if "Disable scope returning" option is not selected)

But about this... ?! !shy
Uzi4U wrote:
General protection fault!
History: FMallocWindows::Free <- FMallocWindows::Realloc <- 1B5ED000 0 FArray.........

i think this is not my bug. This is the bug of DM-Blackhawk map. I can't fix this map. Sorry.


potvin121 wrote:
if you need some 1 to test it online just respond to this post and tell me the name of the server and when it's gonna be up :]

Thank you. But i have dynamic IP. DHCP of my provider changes it every 1-2 day. If i start the server and write my current IP - after 1 or 2 days you will not find it.

Author:  Kaboodles [ Mon Aug 18, 2008 6:59 pm ]
Post subject:  Force To Walk Mutator

Posting to confirm that it does indeed work online. Excellent job!

Author:  SHAD0Wdump [ Mon Aug 18, 2008 8:17 pm ]
Post subject:  Force To Walk Mutator

SHAD0Wdump wrote:
And some said it would be more trouble than its worth.HAH. :D


!lol

YEAH!

Author:  Kaboodles [ Tue Aug 19, 2008 6:54 pm ]
Post subject:  Force To Walk Mutator

Implementing it into the weapons themselves would have been difficult. I doubt the devs were planning using a separate mutator.

Author:  Scorpion_SK [ Wed Sep 17, 2008 3:00 pm ]
Post subject:  Force To Walk Mutator

Kaboodles wrote:
Posting to confirm that it does indeed work online.

I am happy to read this. Thank you.

Author:  Kaboodles [ Sun Aug 30, 2009 1:42 pm ]
Post subject:  Force To Walk Mutator

Sorry to bump this oldness, but is there another link to this mod? Filefront seems to have dropped it.

EDIT: Never mind, should have checked the BWComm forums.

Author:  Beta_krogoth [ Thu Sep 23, 2010 12:15 pm ]
Post subject:  Re: Force To Walk Mutator

Downloads broken, any chance of a new one?

Author:  Blade sword [ Thu Sep 23, 2010 2:05 pm ]
Post subject:  Re: Force To Walk Mutator

Look at the mod db page, I regrouped the modifications in this site for better safety, but you will have two mutators instead of one

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