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Adding additional weapons to BW
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Author:  Yokelassence [ Wed Mar 21, 2007 9:57 pm ]
Post subject:  Adding additional weapons to BW

If this has been brought up before then feel free to direct me, although I could not find any information when I searched.

Ballistic Weapons mechanism for weapon swapping is perfect for my cause, I want to use it to add even more weapons into the game. Namely the Weapons of Evil, the original 2k4 weapons and a few others. Currently im doing this by editing the .ini

However the mod is very territorial. It hates new weapons appearing and causes all sorts of glitches: Multiple weapons spawning at one pickup base, randomly mismatched ammunition appearing (even for weapons not in the map), weapons not getting swapped and remaining as the UT2 standard. etc.

My question is; is there an easier way I can include other weapons with BW?

Maybe theres a good weapon manager I could use instead. Comments?

Author:  KylinRage [ Wed Mar 21, 2007 10:37 pm ]
Post subject:  Adding additional weapons to BW

I think possibly there is a good way to do this.... I think someone talked about a certain thing you can download to make custom spawns...

Author:  Wup [ Thu Mar 22, 2007 1:06 am ]
Post subject:  Adding additional weapons to BW

I can help you with that, Check the weapon's .ucl file, get the class name add:

,"Class.name" (get the comma)to the Swap (you'll see it) in the Ballistic.ini file.

PS: I'm working on the ammo pickups for each class.


Make sure to add ALL weapons to the SERVER PACKAGES.

Author:  Miracle Matter [ Thu Mar 22, 2007 1:57 pm ]
Post subject:  Adding additional weapons to BW

I think I'm going to look into this. Shouldn't take too long to work out.

Side Note: As far as I know, there is no working mutator out there for picking and cycling weapon pickups in-game. Fixing BW swap up is probably the easiest way to do this. (I don't use swap anyway, I use loadout, so this won't get in my way too much)

Author:  Yokelassence [ Thu Mar 22, 2007 4:26 pm ]
Post subject:  Adding additional weapons to BW

I searched pretty hard for any other mutators that can handle my vast number of weapons. BW's own weapons swapping is as close is at gets so it seems.

I found alot of errors were caused because of independant swapping. Turning it off fixed these two bugs:

"Multiple weapons spawning at one pickup base, randomly mismatched ammunition appearing (even for weapons not in the map)"

You probably want to look into that.

The last bug I mentioned was due to a spelling mistake I made in the .ini

To Wup = I think thats what I have been doing; planting the class names into the swap data. Seems to work fine for all weapons except the orginal ones.

Whenever a standard UT2 weapon appears at its original spawn point I get an infinite loop error! I have no idea how to work around this apart from spawning the weapons somewhere else and that kinda screws up the maps with a strategic weapon placement.

In any case I got it mostly working. Discovered a setting in the BWcache.ini that lets the new weapons appear in the swapping list. 'bNiBW=True' I think it was called

Author:  Mr.UglyPants [ Thu Mar 22, 2007 4:29 pm ]
Post subject:  Adding additional weapons to BW

WoRm is great for multiply weapons from different mods.

Author:  Miracle Matter [ Thu Mar 22, 2007 4:35 pm ]
Post subject:  Adding additional weapons to BW

WoRm can't do multiple weapons per spawn point, which is what we're after.

Author:  Bjossi [ Thu Mar 22, 2007 4:41 pm ]
Post subject:  Adding additional weapons to BW

That sounds like a good idea to forward to the creator of WoRM though.

Author:  Mr.UglyPants [ Thu Mar 22, 2007 4:43 pm ]
Post subject:  Adding additional weapons to BW

Miracle Matter wrote:
WoRm can't do multiple weapons per spawn point, which is what we're after.


Really, guess i didn't read that.

Also, isn't the reason WHY there would be so many bugs or at least a few is because the weapons don't spin or float on the weaponbases in BW unlike the UT2k4 and any other mod weapon.

Author:  Miracle Matter [ Thu Mar 22, 2007 4:52 pm ]
Post subject:  Adding additional weapons to BW

That's the least of the bugs. You could still pick them up, because the collision detection would still exist. The problem comes when the game tries to replace a stock UT2 weapon with the same weapon (ie: infinite loop recursion).

And a big fat I BEAT YEH TO IT in advance to yokel.

Author:  Yokelassence [ Thu Mar 22, 2007 4:52 pm ]
Post subject:  Adding additional weapons to BW

The weapons of evil float and spin all the same, I have no trouble adding them to BW. Cant be that

The error is caused because BW is swapping a UT2 weapon for the same Ut2 weapon which it swaps for the same Ut2 weapon which it swaps for the same Ut2 weapon which it swaps for the same Ut2 weapon which it swaps for the same Ut2 weapon which it swaps for the same Ut2 weapon which it swaps for...

you get the picture.

Hence the "infinite loop" error message I get.

[Edit] Miracle Matter beat me to the explanation

Maybe if I had a new set of cloned Ut2 weapons that did not have the XWeapon class. That would stop it happening.

Author:  Miracle Matter [ Thu Mar 22, 2007 5:29 pm ]
Post subject:  Adding additional weapons to BW

After trying it out for a while, it doesn't work right anyway. Each spawn point will have a random weapon from its group, but will not always change to another one from its group. When they do, the old one is not properly deleted, and they start to stack up (and yes, I turned off Independant Spawning, and it still happened). Ammo also stacks up when new weapons appear. Not only that, but ChaosUT2's custom weapon classes screw everything up royally by essentially "clogging" weapon spawning, meaning they stop everything from appearing once one of them appears, and Chaos ammo doesn't appear at all. Also, the Rocket Launcher appeared in its own spot a couple times, even though I had not added it, and ended up with about 12 CFXes, a Claw2, and some Shock Rifles lying on top of it, with piles of each ammo type nearby (except for Claw ammo).

I think the problem is that Ballistic Swap replaces weapon bases with weapons themselves, then swaps the weapon in-game for another weapon instead of changing the pickup base itself, which doesn't even exist anymore (ChaosUT2 does this for its cycling). So it sees nothing to delete, and stuff stacks up.

In conclusion: This isn't a good idea.

Edit: I might be able to tweak the ChaosUT2 cycling weaponbase to get it to spawn WoE weapons in addition to the UT2 and Chaos ones, but that's a little unwieldy...

Author:  KylinRage [ Thu Mar 22, 2007 5:54 pm ]
Post subject:  Adding additional weapons to BW

Mr.UglyPants wrote:
WoRm is great for multiply weapons from different mods.


Yeah that was the mod I was thinking of. Never tried it though. But you can request for new stuff to the author

Author:  Yokelassence [ Thu Mar 22, 2007 6:22 pm ]
Post subject:  Adding additional weapons to BW

Yep, Miracle thats exactly what was happening to me. Although I no longer get such errors. Seriously, I turned independant spawning on and off a couple times and it just stopped glitching.

Its only the infinite loop error that happens now.

I could post the .ini data that I changed to make it work if your interested, I can do that once I get back to me actual PC

Heres what I have done so far

I tossed the UCL information for both the original weapons and the WOE weapons into BW's UCL file.

I got this information from the very handy BWcache.ini

Then in the BWcache.ini I set the property at the end of each line (its called something like bNiBW, il have to check) to True

after doing this the weapons appear in the selection screen and you can add them to your selection without messing with the .ini

before I did this I had to go into the .ini and add the weapon class names to that list thats above the swap default data

The class names had to be below the ballistic weapons class names or you get some major weapon confusion.

Are you doing something like this?

[Edit]

Oh and if you see a standard weapon in its original location and you didnt get an infinite loop error its because the game couldnt find the name of the specified weapon to swap. So it just doesnt swap at all.

Check for any spelling mistakes

I kept finding a minigun where it should be because the game tried to swap it with "WoE_Weapons.Fryan"

There is a "Fyrian" but there is no "Fryan"

Author:  Miracle Matter [ Thu Mar 22, 2007 7:59 pm ]
Post subject:  Adding additional weapons to BW

I did that, but the weapons aren't cycling anymore. It just picks one and leaves it there the entire match. On the other hand, the CUT2 weapons are working again.

Author:  Yokelassence [ Thu Mar 22, 2007 8:20 pm ]
Post subject:  Adding additional weapons to BW

You must mean that weapon changing feature

I havnt tested it with weapon changing yet. Il see if it works for me.

Anyway, any thoughts on that infinite loop error? Its starting to sound easier just to make a copy the UT2 guns and port them to BW with the ballistic class name.

Hmm could also be a chance to give ut2004 that special BW touch

Author:  Miracle Matter [ Thu Mar 22, 2007 8:35 pm ]
Post subject:  Adding additional weapons to BW

Weapon cycling does not work properly. If I wanted a regular weapon replacer, I'd just use WoRm. I want something that makes each weapon switch out for another one mid-game, like ChaosUT2 does with its weapons and like BW Swap does with the Ballistic Weapons. And if we have to get into code modding, I'd rather just make an all-encompassing pickup base that can be set to cycle as much as/anything you want it to.

Author:  Yokelassence [ Thu Mar 22, 2007 9:07 pm ]
Post subject:  Adding additional weapons to BW

Odd, I was sure cycling still worked. I remember why I turned it off to begin with: It cycled to a UT2 weapon I still had in selection and triggered an infinite loop mid-game. But that shouldnt happen now.

If it doesnt work is there anything I could do? Im really eager to get this to work.

Author:  Miracle Matter [ Thu Mar 22, 2007 10:19 pm ]
Post subject:  Adding additional weapons to BW

I'd love for this to work. I might just check out the Wildcard base and make a cycling weapon base. Ammo swapping might be a problem, but I should be able to figure that out. The only thing I'm not looking forward to is making a GUI for it, since most people don't like fiddling with files themselves.

Author:  DarkCarnivour [ Fri Mar 23, 2007 2:10 pm ]
Post subject:  Adding additional weapons to BW

The problem is that BW's swap mutator has not been designed to work on non BW weapons. The BW weapon pickups have extra code in them to allow the swap mutator to work properly. The swap mutator also expects the weapons to be BW weapons, so there will definitely be bugs if you force the swapper to try and swallow other weapons. We did not allow other weapons in the swappers's UI, because they would not work properly.
To use other weapons, I would recomend you use loadout or even BW arena.

There may be other 3rd part mutators to swap pickups, but I don't think you'll find one that replaces pickups with multiple new ones.

Author:  Miracle Matter [ Fri Mar 23, 2007 2:43 pm ]
Post subject:  Adding additional weapons to BW

SwitchArsenal is supposed to do that, but the 2K4 version doesn't work.

Author:  Yokelassence [ Fri Mar 23, 2007 7:15 pm ]
Post subject:  Adding additional weapons to BW

Yep, your right. Cycling only happens for as long as a BW weapon is in place. Darn.

Cycling aside, theres no need to resort to loadout or arena. I already have had much success getting BW to use 3rd party weapons.

Its the UT2 weapons that are a problem.

The closest I can get is UT2 weapons with grenades. They spawn in the correct spot with the correct ammo without error and also come with a set grenades, the grenades are also swapped randomly. While this is not a bad thing entirely, theres no way to get a UT2 weapons without a 'nade. It's also done by exploiting one of the glitches so I cant say for sure how stable it is.

Then again all my work with getting BW to swap 3rd party weapons has only been tested with the Weapons of evil. Im not sure if other 3rd party weapons will work with the same success the WoE guns did. I might download CUT2 just for further testing.

Needless to say, support for other weapon sets would be an awesome feature for BW. I find it higly amusing how well the shock rifle stacks up against the G5. And the Flamer is a brilliant counterattack to the mine layer.

I would also like to see how balanced the shield gun might be compared to the katana but it's currently impossible to get the shield gun included.

Feel free to share any ideas if anyone has them and im happy to help if I can.

Author:  Miracle Matter [ Sat Mar 24, 2007 11:17 pm ]
Post subject:  Adding additional weapons to BW

I've got that covered, so you don't need to download the whole 150mb Chaos mod. After I fixed the UCL file, the CUT2 weapons worked just as well as the Unreal and Evil weapons (except for the ammo, which either was ammo for the other guns in that slot or none at all, probably because Chaos uses its own ammo subclass). Arkon's and U4E's weapons also worked fine, including ammo.

Damn, now I really want to do that wildcard weapon base. Just the thought of a match with 100+ weapons in it is enough to make me... I dunno. Make a mod just to do that?

Author:  Yokelassence [ Sun Mar 25, 2007 5:44 pm ]
Post subject:  Adding additional weapons to BW

Hmm 100 weapons. I chuckle like an evil genius at the thought.

That should introduce some very spontaneous gameplay. Just think of the variation; theres no telling what your going to get and where the balance of power will be. Every match will be different and unpredictable, even with the same map.

Certainly sounds worth a try :)

Good to know other weapons can be incorporated. CUT2 still sounds interesting though, might get it anyway.

In other news I got the shield gun into BW, it just wont come as a starting weapon. Curious.

Author:  Sgt. Kelly [ Sun Mar 25, 2007 5:58 pm ]
Post subject:  Adding additional weapons to BW

I just use Ballistic's Arena feature when I want to use Unreal weapons with Ballistic. It gets nice and hectic.

It's too bad the 2.0 version of Arena doesn't work. :(

Author:  Captain Xavious [ Sun Mar 25, 2007 6:01 pm ]
Post subject:  Adding additional weapons to BW

2.0 version of Arena doesn't work...? How so?

It seems to work fine to me, but I'll double check to confirm its functionality to me.

Author:  Sgt. Kelly [ Sun Mar 25, 2007 6:09 pm ]
Post subject:  Adding additional weapons to BW

Captain Xavious wrote:
2.0 version of Arena doesn't work...? How so?

It seems to work fine to me, but I'll double check to confirm its functionality to me.


It works fine with some people, I think changing the default spawn sets causes it to break.

I really hope that gets fixed later on. That mode was one of my favorites.

Author:  Miracle Matter [ Sun Mar 25, 2007 6:43 pm ]
Post subject:  Adding additional weapons to BW

Well, I've managed to hack a Wildcard Base to spawn random weapons, but there's no .ini or mutator for it, so it's currently all code and map placement. Also, it only works with weaponstay turned off (otherwise the weapons never dissapear and cycle). I'm going to keep at it though. I can't wait to have a working Unreal Fiesta match! :d

Author:  Mr.UglyPants [ Sun Mar 25, 2007 7:04 pm ]
Post subject:  Adding additional weapons to BW

Wow, great work MM, never knew you knew coding.

Author:  Yokelassence [ Mon Mar 26, 2007 4:28 pm ]
Post subject:  Adding additional weapons to BW

Sgt. Kelly wrote:
I just use Ballistic's Arena feature when I want to use Unreal weapons with Ballistic. It gets nice and hectic.

It's too bad the 2.0 version of Arena doesn't work. :(


This is true, however loadout is another ball game. You cannot have more than 5 weapons in loadout, but here were talking about having over 50+ weapons to be collected across the map.

The 2.0 version works fine for me, maybe you're using an invalid item in loadout.

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