RuneStorm
http://www.runestorm.com/forums/

[BWFix] Ballistic Weapons Fix
http://www.runestorm.com/forums/viewtopic.php?f=27&t=78413
Page 2 of 3

Author:  trinixjin [ Thu Jul 24, 2014 12:03 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

How do i make weapons from kelly's weapon pack compatible, I really want to get my fg50 back :(

Author:  Azarael [ Thu Jul 24, 2014 12:07 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

If you know how to write UnrealScript code, you could do it for personal use.

Otherwise, it's up to the developers of that pack to offer authorisation for conversion. Until they do, their content can't be on this fix.

Author:  trinixjin [ Thu Jul 24, 2014 5:31 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Is there any tutorial for adding weapons?

Author:  Azarael [ Thu Jul 24, 2014 5:34 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Not that I know of. If you don't already know how to code, then don't even try this, because there are code changes between the standard version of BW and this version which will need to be taken into account before you can compile.

For the sake of the exercise, the absolutely critical changes:

- DamageRangeHead, DamageRangeLimb and DamageRange for projectiles no longer exist. They are now ints instead of Ranges and must be condensed with a script. They have been renamed DamageHead, DamageLimb and Damage.

- Damage, DamageLimb and DamageHead for instant fires are ints and not Ranges.

- Damage variance for both the above is handled by the variable Deviance. The end damage will be multiplied by any value from (1-Deviance) to (1+Deviance).

- bSmoothZoom does not exist. The variable ZoomType replaces it and its values are ZT_Irons, ZT_Fixed, ZT_Logarithmic (broken), ZT_Minimum and ZT_Smooth. Replace instances of bSmoothZoom with ZT_Smooth, and all checks for bSmoothZoom with (ZoomType > ZT_Fixed).

- The function ServerSwitchWeaponMode takes a parameter (int NewMode).

- The AnimEnded function has been modified with the following added before "Modified stuff from Engine.Weapon":

//Phase out Channel 1 if a sight fire animation has just ended.
if (anim == BFireMode[0].AimedFireAnim || anim == BFireMode[1].AimedFireAnim)
{
AnimBlendParams(1, 0);
//Cut the basic fire anim if it's too long.
if (SightingState > FireAnimCutThreshold && SafePlayAnim(IdleAnim, 1.0))
FreezeAnimAt(0.0);
bPreventReload=False;
}

- ChangeZoom, StartScopeView, SetScopeBehaviour, CanUseSights, CheckScope and StopScopeView are significantly changed from normal and may need to be updated with respect to their implementations in BallisticFire.

While accounting for these issues should make weapons compile on the fix, there are many other modifications that I've not listed here required for full compatibility and to avoid bugs and issues which will result from not applying them. The full list is in the text file "Modders.txt" within the fix archive.

Oh, and I should reiterate: Anyone who tries this, and I don't expect that there will be anyone, needs to understand that the result is for personal use only. You would not be able to release it or pass it to anyone else, lest it become a violation.

---------------------------------------------------------------------------------------------

In other news, added the requested third-person camera adjustability for the next release, and added code to allow explosives to penetrate cover. Todo: Fix TP reload rate, vehicle handling.

Author:  SX [ Thu Jul 24, 2014 6:01 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Azarael wrote:
In other news, added the requested third-person camera adjustability for the next release, and added code to allow explosives to penetrate cover. Todo: Fix TP reload rate, vehicle handling.


Thank you kindly. :)

Author:  trinixjin [ Thu Jul 24, 2014 6:07 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

This is a bigger ball game than oblivion modding for me, I guess i will have to wait on BWE or BWX to add the other weapon packs.

Author:  Azarael [ Thu Jul 24, 2014 6:13 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

For all extents and purposes, Ballistic Fix is BWE, since BWE was a collaboration project between us and another party, and that collaboration is believed dead.

Author:  Link-117 [ Sat Jul 26, 2014 4:54 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

I noticed the custom animations break any custom models not using normal stock animations (E.I, the velociraptor models and all those other heavily customized models out there) If there's any way you could include an option to turn off those animations that would help greatly. I just hate seeing all of my custom characters I got over the years get all distorted and stuff from a mod I can't go without.

Author:  Azarael [ Sat Jul 26, 2014 5:33 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Ah, damn. I figured something like this might happen. Give me a second while I try to research a way to block custom animations being applied to non-standard models.

Adding a check for non-standard species or skeletal replacement with standard species. In either case, animations will not be used. This may cause certain custom models which don't use a recognised species, but are still compatible with the animations, to lose support.

Also fixed reload animations not synchronising with reload speed modification setting and added the ability for G5 rockets, HAMR shells, M46 mines, M50 grenades, BORT grenades and NRP-57 grenades to deal damage through cover.

All that's left to do is add vehicle handling.

Author:  Link-117 [ Sat Jul 26, 2014 6:44 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Alright, sounds good to me.

Author:  Baryonyx [ Sat Jul 26, 2014 7:24 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Ahh! Couldn't you make the check go for skeleton and not species? I'm using such a "non standard species but standard animation" character! D:

Author:  Azarael [ Sun Jul 27, 2014 3:45 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

If the skeleton matches the one specified by the species, the Skeleton value is "", so a custom species specifying a new default skeleton will return "" as well. There's no honest, reliable indicator that the player's current model is using a compatible skeleton. :/ The bones are generally the same, the animation names are generally the same, checking the actual mesh name is as bad as checking the character, custom animation sets are used which are also compatible with the animations (Beatrice, for example...)

Out of interest, which character is it? If players are willing to specify characters which don't work, I can make a configurable blacklist. There aren't too many of them which break. Ignore Gen Mo'Kai based models for now.

Author:  Link-117 [ Sun Jul 27, 2014 4:50 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Well there's the raptor models, a Draconian model that I currently use https://forums.epicgames.com/threads/967960-Draconians-Custom-Character-Pack-%281-4-0b%29 The Sonic the Hedgehog player models, there's just a LOT out there with custom animation sets. You sure there's no way you could just put a toggle-able option to just disable the custom BW animations in the mutator config?

Author:  Azarael [ Sun Jul 27, 2014 4:56 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

I can, but it's a shitty solution, because it will disable the animations even for valid models. If there is no other way, I will resort to that, but unless there are over, say, 15 packs (not individual characters, packs) in common circulation with custom animations, I can filter them by the first part of the mesh package name.

I've added such a disable locally as bLocalDisableAnimation for BallisticPawn, but a blacklist option would be more functional.

set BallisticPawn bLocalDisableAnimation True

Author:  Baryonyx [ Sun Jul 27, 2014 6:02 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

The one I use is POPO by Hide. Uses custom species for different voice and slightly altered statistics. Same animations like skaarj.

Author:  Azarael [ Sun Jul 27, 2014 6:42 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Added a combination check. If a foreign species is in use or the skeleton has changed, checks a whitelist. If the character name is not on the whitelist, animations will not be used.

Author:  Link-117 [ Sun Jul 27, 2014 3:27 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Alright, I'll definitely download it when you have it ready :3

Author:  Link-117 [ Tue Jul 29, 2014 4:54 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Any progress? (Feels like the whole topic died, I just want to see if anything's been going on)

Author:  Azarael [ Tue Jul 29, 2014 5:01 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Ho ho, it's only been a few days. If you want an update, though, I'll update tomorrow.

Author:  Link-117 [ Wed Jul 30, 2014 4:48 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Got it. Sorry ^^;

Author:  SX [ Wed Jul 30, 2014 1:42 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

I have a question.

If the MRS-138 Shotgun, the M763 Shotgun and the Redwood-6000 Rifle have dedicated melee keys, shouldn't the MD24 Pistol and the Fifty-9 Machine Pistol have the same melee key?

Author:  Azarael [ Wed Jul 30, 2014 2:19 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

The melee key only really supports hold-release type attacks right now. The MD24 should have access to its melee from that key, though.

Author:  SX [ Wed Jul 30, 2014 2:28 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Gotcha. Thanks for the response.

Author:  Azarael [ Wed Jul 30, 2014 5:46 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Updating now.

- ChangeCamDist command with a number will scale the behind-view camera distance.
- Animations are disabled under the following conditions:
  • set BallisticPawn bLocalDisableAnimations True has been input
  • The model uses a non-standard species or non-standard skeleton with a default species and you haven't whitelisted that model
- To whitelist a character, go to User.ini, find [BallisticFix.BallisticPawn] and enter under the last entry:

ModelWhitelist=YourModelNameHere

Multiple lines can be specified one after another.

- BallisticVehicles package is supported. For now, directional armor hasn't been implemented as I need to think about the best approach for it. Otherwise the bug with the Thor tank's shells has been fixed.
- Explosives deal damage through cover.

Author:  Link-117 [ Thu Jul 31, 2014 5:00 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Excellent! The disable animations works perfectly BUT, the detection on non-standard models seems to have a bug, there's no standing idle animation (E.I, if you're running and stop you're seen running in place, etc.) I also noticed bots get stuck on something (like a pickup they can't seem to get, I'll look into this after I get off of work today). I'll also try the whitelist out and see if that works properly. So far everything looks great though! :D

Author:  Azarael [ Thu Jul 31, 2014 5:23 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Fixed the animation issue and updated.

Author:  SX [ Thu Jul 31, 2014 10:33 am ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Love the new Change Camera Distance command, and with the disable custom animations command on, it fixes the Gen Mokai's leg issues.

I'll keep testing for any further bugs or glitches.


EDIT:

Two issues.

1: Even though have Disable Cock on First View turned off, it still doesn't cock when the weapon is first brought up.

2: The A73 shares a power blast alt fire, and a power blast fire mode, making it redundant.



EDIT 2:

Bots are no longer smart with the Redwood Rifle, as they now stand in place when they see an enemy in their radius. It's probably because they used to shoot then melee with the rifle all the time.

Author:  Link-117 [ Thu Jul 31, 2014 3:41 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Yeah I noticed that problem with the redwood rifle and the bot AI as well.

Author:  Azarael [ Thu Jul 31, 2014 4:00 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Cock on bringup was disabled entirely, the option is false. I don't know why it's actually in there.

Redwood is using old BestMode code. It should be spamming the log as well. Will fix.

Author:  Baryonyx [ Thu Jul 31, 2014 4:08 pm ]
Post subject:  Re: [BWFix] Ballistic Weapons Fix

Quote:
Cock on bringup was disabled entirely, the option is false. I don't know why it's actually in there.


Would you mind putting it back in as working option? I always liked it.

Page 2 of 3 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/