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| BForceBallisticPawn. http://www.runestorm.com/forums/viewtopic.php?f=4&t=45470 |
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| Author: | Wup [ Thu Nov 01, 2007 11:55 pm ] |
| Post subject: | BForceBallisticPawn. |
Can one of the dev's gimme alot more info on what extactly this option does? |
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| Author: | Bulska [ Fri Nov 02, 2007 4:54 am ] |
| Post subject: | BForceBallisticPawn. |
It forces the game to use the BallisticPawn as player. This is needed for bloody hell effects and other BW features. Normally it is no problem using the ballisticPawn. But in the case of CloneBandits or OSM, where they use other pawns, that can cause problems. If switched off, the normal pawn (player script) gets replaced by BallisticPawn. But when switched on, it switches all player pawns to ballistic pawn. |
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| Author: | Wup [ Fri Nov 02, 2007 10:21 am ] |
| Post subject: | BForceBallisticPawn. |
Thanks. |
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| Author: | DarkCarnivour [ Fri Nov 02, 2007 4:45 pm ] |
| Post subject: | BForceBallisticPawn. |
Well, Bulska got it right!
It was intended to try and force the BallisticPawn on gametypes that wanted to use their own. Some gametypes need to use their own pawn in which case it will probably cause bad bugs. |
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| Author: | Bulska [ Fri Nov 02, 2007 4:50 pm ] |
| Post subject: | BForceBallisticPawn. |
O.O DID I? Whoa, and I guessed. |
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| Author: | Wup [ Fri Nov 02, 2007 10:27 pm ] |
| Post subject: | BForceBallisticPawn. |
DarkCarnivour wrote: Well, Bulska got it right!
It was intended to try and force the BallisticPawn on gametypes that wanted to use their own. Some gametypes need to use their own pawn in which case it will probably cause bad bugs. Well, I was wondering..I would like Ballistic Weapons to work with Ut2004rpg/Druid'sRPG MOD..But It gets insane when you cut magic weapons on, Spawns junk everywhere and makes no sense.... |
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| Author: | Bulska [ Sat Nov 03, 2007 6:17 am ] |
| Post subject: | BForceBallisticPawn. |
I had the problem with UT2004 RPG that only the host of a server can have mutliple guns. The others are forced to carry 1 weapon. |
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| Author: | ShadowBlade [ Mon Nov 05, 2007 3:03 am ] |
| Post subject: | BForceBallisticPawn. |
the RPG mod does some crazy stuff, which really conflicts with BW.. we tried it out ourselves.. little hope
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| Author: | Wup [ Tue Nov 06, 2007 12:02 am ] |
| Post subject: | BForceBallisticPawn. |
Yeah...Both codes need modification to make it work... |
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| Author: | Nemephosis [ Tue Nov 06, 2007 9:57 am ] |
| Post subject: | BForceBallisticPawn. |
ShadowBlade wrote: the RPG mod does some crazy stuff, which really conflicts with BW.. we tried it out ourselves.. little hope
![]() Yeah, I've tried the two together offline. Not much joy there, even when just summoning the weapons and not using any of the mutators there are problems. Missing effects, etc. Like there's no jets of fire when firing the flamethrower (it still works, there's just no visual streams of fire.) Many of the weapons "special functions" just don't do anything under UT2004RPG. The M50's camera does, but that's about it. And you can't change fire modes either. In short, I don't recommend it at all. |
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| Author: | Wup [ Tue Nov 06, 2007 10:09 pm ] |
| Post subject: | BForceBallisticPawn. |
I gotta few Ideas I'm gonna test...Ill get back to you. |
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