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Ballistic Team Loadout Mutator
http://www.runestorm.com/forums/viewtopic.php?f=80&t=74769
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Author:  Scorpion_SK [ Wed Sep 24, 2008 8:39 pm ]
Post subject:  Ballistic Team Loadout Mutator

I have started making :banghead: :write: team-oriented version of Ballistic Loadout mutator. This mutator will be like default Loadout but you can specify different weapons for each team.

Now i have first screenshots of the interface:

All will work like in default mutator but Loadout page are replaced with Team Loadout and this page have 2 new buttons.
Image Image

Image <- My mutator will not overwrite default loadout. It will be absolutely standalone.

I hope, when i finish, this will work. :amen:

Beta 1 Download

P.S. If you can't see the images then i hate f**ken imageshack.us.

Author:  Captain Xavious [ Thu Sep 25, 2008 7:50 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Sweet! Man, you're doing a good job with these mutators of yours, I really commend you!

Author:  Glosmostinex [ Thu Sep 25, 2008 10:07 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Wow!!Finally I can have a Human vs. aliens war!!
Can't wait this!
PS:and what is this Ballistic Bomb defusion?

Author:  Scorpion_SK [ Thu Sep 25, 2008 10:18 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Glosmostinex wrote:
PS:and what is this Ballistic Bomb defusion?

OOPS! :blush: This is my another project. This is implementation of my idea described here with some little changes. It is still uncompleted yet. But i will complete this after Team Loadout.

Author:  Scorpion_SK [ Sun Sep 28, 2008 10:06 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

My plans about this project:

The final pack will contain two mutators:
Ballistic Team Loadout and Ballistic Team Evolution Loadout.

I will release 2 or 3 betas and after it a final version.
beta 1 - for network play testing of Ballistic Team Loadout mutator
beta 2 - for network play testing of Ballistic Team Evolution Loadout mutator
beta 3 - for pre-release testing

Now i preparing for first beta release.

Today i have screenshots of the weapon selection menu:
ImageImageImage

Peoples, do you like new design of the menu? :cool:

Author:  Captain Xavious [ Mon Sep 29, 2008 5:35 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Oh, wow! That's looking nice! 8-)

Author:  Scorpion_SK [ Wed Oct 01, 2008 3:10 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Beta 1 of Ballistic Team Loadout mutator is released.

P.S. The beta post is deleted because expired so i replaced the link to the post with the download link for peoples who maybe want to download this beta.
I am still working on the next beta but it will be ready later because coding requires a lot of time.

Author:  Glosmostinex [ Wed Oct 01, 2008 9:13 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Damned Planet Earth that has only 24 hours... I have to go to bed now :(
tomorrow I'll certainly test it!!

EDIT:Ok, so I played it! it's working well, didn't encountered a bug now, but then, i only played 4-5 matches.
I can test it via LAN, but i don't know if it is like Internet play.
great work.(as usual :thumbsup: )

can i ask you some features?
-could you put a preset system? like the default ballistic weapon mutator has?
-maybe it could be too much, but can you make 4 team support?( http://ctf4.apartment167.com/ ) it would make some awesome fights!

Author:  Scorpion_SK [ Thu Oct 02, 2008 3:25 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Glosmostinex wrote:
it's working well

This is very good :grin: .

Glosmostinex wrote:
I can test it via LAN, but i don't know if it is like Internet play.

If you can test it via LAN then please do this :beg: . I must know is it working in any multiplayer or not.

Glosmostinex wrote:
-could you put a preset system? like the default ballistic weapon mutator has?

The default ballistic weapon mutator has this feature but from version 2.1 it is not working :mrgreen: .
About making presets in loadout - maybe yes and maybe no :?: . Loadout settings are arrays. To save it like separate presets i need multi-dimentional arrays. But UnrealScript doesn't support multi-dimentional arrays :( . It can be simulated trough structures but can't be saved in configs. Today i don't know is this possible or not. I will try to make this but no promises...

Glosmostinex wrote:
-maybe it could be too much, but can you make 4 team support? it would make some awesome fights!

I thought about this but all Ballistic Weapons are designed for 2-teams games only - they have only red and blue textures of hands, mines have only red and blue teamlights etc. Many features of ballistic mutators and weapons not always correctly works with CTF4. I think there is to many incompatibilities of BW with CTF4. I am planing to make final version of mutator with 2 teams only. Maybe later i will make also 4-team edition of it but i did not yet decide.

Author:  Glosmostinex [ Thu Oct 02, 2008 4:30 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Glosmostinex wrote:
-maybe it could be too much, but can you make 4 team support? it would make some awesome fights!

I thought about this but all Ballistic Weapons are designed for 2-teams games only - they have only red and blue textures of hands, mines have only red and blue teamlights etc. Many features of ballistic mutators and weapons not always correctly works with CTF4. I think there is to many incompatibilities of BW with CTF4. I am planing to make final version of mutator with 2 teams only. Maybe later i will make also 4-team edition of it but i did not yet decide.[/quote]

No problem :)

if the Preset system is difficult don't worry too.

I'll test it in LAN, too :)

Author:  Glosmostinex [ Sat Oct 04, 2008 3:48 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

sorry for double post and not testing earlier. I was really busy with school those last 2 days...

But today I tested it and it worked in LAN. :good:
I got all Human weapons and my friend all Alien weapons, as i choose it in the settings.
but I'll test with more time soon. i just tested it in a duel, so i don't know if bots will have some problems with it in LAN.

BTW i made a Enravion/Drake company vs B&W/UTC loadout. like a company wars or something. :)

Author:  Scorpion_SK [ Sat Oct 04, 2008 4:26 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Glosmostinex wrote:
today I tested it and it worked in LAN. :good:

Thank you very much! :clapping: This information is very important for me and for continuing the development of this project. Now i know - it is correctly working in client computers.

Glosmostinex wrote:
i just tested it in a duel, so i don't know if bots will have some problems with it in LAN.

Don't worry about bots. I have tested it with bots many many times and it works good with bots.

Now i can start making Ballistic Evolution Loadout mutator. Wait for Beta 2 :) ...

Author:  Glosmostinex [ Tue Dec 09, 2008 7:33 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

how is progress in Beta 2? :)

Author:  Scorpion_SK [ Wed Dec 10, 2008 12:53 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Glosmostinex wrote:
how is progress in Beta 2? :)

Working on Team Evolution Loadout.
Now i am fixing the bugs of weapon settings menu and fixing the conflicts of my Team Evolution Loadout with default Evolution Loadout mutator.

Now i can't answer to the most important and most used question in this forum "WHEN?" :mrgreen: and can't say the exact release date but i think maybe Beta2 will be ready between 1-st and 7-th january because i will have 7 holydays between this days and many time for coding ;) .

Author:  Captain Xavious [ Wed Dec 10, 2008 8:40 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Oooh! Cool!

Author:  Dumorah [ Wed Dec 10, 2008 8:39 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Hey you should set up your team evolution so that stats are saved for the next games. =D That would make Evolution games ten times more interesting.

Author:  Kaboodles [ Thu Dec 11, 2008 2:09 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

I don't know how simple or difficult this would be, but it would be possible to restrict weapons according to which other weapons you're carrying? Say, you choose the Minigun or HAMR or similar "superweapon" as your primary or secondary weapon. Due to their size, your options for other weapons should be limited to the smaller guns, like sidearms, submachine guns, and the MRS138. Perhaps give each player a configure number of "weight points" they can spend, and each weapon a configurable point cost. This could even be extended towards health and armor.

I suppose this would belong more in an "Advanced Loadout" kind of mutator than this, but it would be cool.

Author:  zer0 [ Thu Dec 11, 2008 6:34 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Well, with that idea, you could probably use like the conflict loadout or something.

Now I have a request, could you limit the weapons used on the teams, what I mean is everyone can get the weaker weapons, but some of the stronger weapons; HAMR, minigun, lightning gun, peacemaker, railgun, etc. Might be only able to have a certain amount on each team, for example:

2 HAMRs
2 Lightning guns
2 railguns
1 minigun
3 peacemakers

so theres less problems aith being unable to get stronger weapons, players should have priority over bots. This would probably work best in conflict though :this:

p.s happy birthday, Kab

Author:  Dumorah [ Thu Dec 11, 2008 9:17 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Hmm maybe someone should put together an advanced loadout mutator. Which gives the user the option of limiting the amount of weapons per team, if stats will be saved (yes i'm still going for this lol), monitor the weight,. and maybe add a monetry value to the weapons. Aswell make all the options above configurable. Maybe even add random calsses where say when a bot chooses weapons it will more likely to pick certain specific weapons so that it will be say a demolitions combo, or sniper? Theres alot that could be put into this advanced loadout mutator. Maybe we should put a new thread together?

Author:  zer0 [ Fri Dec 12, 2008 1:29 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

I like the idea about specific weapons for set classes, maybe instead of limiting the amount of weapons available, like i said, you could limit classes

Author:  Scorpion_SK [ Fri Dec 12, 2008 6:30 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Dumorah wrote:
Hmm maybe someone should put together an advanced loadout mutator. ... Maybe we should put a new thread together?

I have decided - when i release the final version i will share also the source codes of my Team Loadout and Team Evolution Loadout mutators for peoples who want to make the "Advanced Loadout" or something other like this:
Dumorah wrote:
Hey you should set up your team evolution so that stats are saved for the next games. =D That would make Evolution games ten times more interesting.

Kaboodles wrote:
it would be possible to restrict weapons according to which other weapons you're carrying?

zer0 wrote:
could you limit the weapons used on the teams

But currently i will make it like classic Loadout mutators only with team support.

Author:  Dumorah [ Sat Dec 13, 2008 12:03 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Oh yah understandable, these are just iodeas for an advanced loadout mutator, maybe someone else will pick it up? or maybe a few people will work together on it?

Author:  Kaboodles [ Mon Dec 15, 2008 6:49 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

zer0 wrote:
Well, with that idea, you could probably use like the conflict loadout or something
Yes, but Conflict is really buggy and pretty weak gameplay-wise compared to TAM.

zer0 wrote:
p.s happy birthday, Kab

:mrgreen:

Author:  Grobut [ Sat Jan 03, 2009 5:32 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

An excellent job Scorpion_SK, i've been wanting this for a very long time, and it works a treat, it has made BW all the better for me :)

Scorpion_SK wrote:
The default ballistic weapon mutator has this feature but from version 2.1 it is not working :mrgreen: .
About making presets in loadout - maybe yes and maybe no :?: . Loadout settings are arrays. To save it like separate presets i need multi-dimentional arrays. But UnrealScript doesn't support multi-dimentional arrays :( . It can be simulated trough structures but can't be saved in configs. Today i don't know is this possible or not. I will try to make this but no promises..


That does sound conveluted, i hope you can find a workaround.

But i do have an idea that might be possible if a preset system wont work, mainly, the time you would really need a preset is when switching between on-foot and vehical gametypes, for ONS for instance it's rather important to have one of the Skrith weapons so you can repair nodes and vehicals, likewise you might wish to have some of the bigger weapons that you might not usually use in TDM matches, so perhabs it is possible to add a new loadout slot or two that only gets added to your inventory if you are playing a vehical gametype (ONS and VCTF, possibly AS)?

Author:  Starbeast [ Sun Apr 19, 2009 2:50 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Wow, this is exactly something I've been wanting forever! Please don't let it die, the evolution version of team loadout would really make my day!!

Author:  Scorpion_SK [ Mon Apr 20, 2009 9:39 am ]
Post subject:  Re: Ballistic Team Loadout Mutator

Starbeast wrote:
Wow, this is exactly something I've been wanting forever! Please don't let it die, the evolution version of team loadout would really make my day!

I have not stopped the work on it. But the evolution part have too many bugs now. I will continue it when i understand :banghead: how to fix the big f*cken weapon selection menu bug in evolution part of mutator. Currently i don't know how to fix it :blush:. Maybe i will need to completely rewrite BallisticTab_Loadout.uc class in my mutator to get rid of this bug.

The normal evolution part is absolutely working and it is tested in network play. You can download it in first post and use. But evolution part will need more time.

Author:  Starbeast [ Mon Apr 20, 2009 1:44 pm ]
Post subject:  Re: Ballistic Team Loadout Mutator

Ah, I see, sounds tough. I wish you good luck, this will be so awesome when it is finished.

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