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| BW2.5+TitanRPG Update 2 http://www.runestorm.com/forums/viewtopic.php?f=95&t=77934 |
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| Author: | HuntrKillr [ Fri Nov 15, 2013 12:39 pm ] |
| Post subject: | BW2.5+TitanRPG Update 2 |
Ok so I downloaded the prototype full pack on kelly's topic and been using BW in general for quite a while now and hated how you couldnt some how level up with character progression(ex. CoD). So I found the latest RPG mod(Titan RPG update 2) and installed and it was crashing A LOT. So I figured it would be the magic weapons so I went in and removed the chance to spawn magical BW and now its not crashing nearly as much, but... When I use the killsteaks from Loadout Expanded I cannot claim them. It says level 1,2,3 killstreak ready but upon pressing the claim button I set it doesnt give me the weapon. Also: every time me or bots lay down the mines game crashes. Any idea how to fix these two problems? Ive been wanting to make the RPG BW-compatible and get permission to release it so people can have an even better experience. P.S. I removed the translocator in the .ini file so translocators no longer show up in matches, as I figured that may have been the problem, but it wasnt as they are gone from the match inventory and I cannot claim killstreaks still. Thanks for any help! Update: Just found out 2 things. 1: the crash with the mines isnt due to the RPG mod, does it anyways with just BW added to Mutators list. 2: original(latest version) RPG mod for ut04 doesnt work either with killstreaks. Also: the RPG mods seem to disable the CF Mut pickup animations. Update 2: When setting Magic Weapon Chance to 0 the original UT2004 RPG mod seems to work perfectly with everything. No crashes, no proken weapons/gear. Only problem is it doesnt have the summoning artifact(and a few others) that allow you to summon monsters to aid you in any game mode/map. |
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| Author: | Grum [ Fri Feb 14, 2014 3:33 am ] |
| Post subject: | Re: BW2.5+TitanRPG Update 2 |
The CF Mutator uses its own pawn ike many other mods. An own Pawn is necessary for what the CF Mutator does in its entire. Mods which come with an own pawn and loaded after the CF Mutator, will replace the CF Pawn with their own Mod Pawn and that, the Pickup Anims wont work anymore. If the pawn is NOT the issue, then its the weapon itself. But as i made the CF Mutator, i accounted for that very problem. The CF Mutator has a configuration file where all the weapon classes are assigned to their animations. The configuration file is called "CrazyFroggersMeshCache.ini" and is located in the System directory of your UT2004 installation. Open this file, copy an Existing Weapon Entry like PickupMeshs=(ClassName="BallisticV25.M806Pistol",Rotation=(Pitch=0,Yaw=-20000,Roll=3000),Location=(X=-1.500000,Y=-5.000000,Z=1.000000),DrawScale=0.100000,AnimNo=4,AlphaTex=) or PickupMeshs=(ClassName="CFMutator.CFM46AssaultRifle",Rotation=(Pitch=16000,Yaw=33000,Roll=-8384),Location=(X=-5.000000,Y=-4.300000,Z=13.000000),DrawScale=1.000000,AnimNo=1,AlphaTex=) and simple change the values according to your needs. The ClassName here is the important thing. Edit: Just read that everything works if you disbale the magic weapons. So the problems are the magic weapons itself. Refer to what i have written and add the magic weapons to the ini. Then even the special weapons have nice pickup animations
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| Author: | Azarael [ Fri Feb 14, 2014 6:36 am ] |
| Post subject: | Re: BW2.5+TitanRPG Update 2 |
I'm pretty sure Loadout Expanded (which is Grum's Loadout fix) doesn't contain killstreaks - at least, I've just looked through the source of the latest uploads in this forum and none of them contain a killstreak implementation. If your loadout has killstreaks and you're getting a crash on mine deploy, it sounds like you're using an ancient version of the V2.5 fix, which has that mine bug, in which case call its loadout version "Fix Loadout" to avoid confusion. The V2.5-based fix is no longer supported due to an official request, so I'd suggest reinstalling standard Ballistic V2.5 or the new fix release, depending on which custom content you play with. The new fix release only supports fische11 + Jack Carver's at the moment. UT2004RPG and TitanRPG versions below v1.7 do not support magic weapons with BW. TitanRPG v1.7, however, does. Source on GitHub: https://github.com/pdinklag/TitanRPG, it's what we use for our BW Invasion. Edit: Just saw that this was necromanced. Disregard this post. |
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| Author: | jamesmarie90 [ Thu Mar 17, 2016 5:06 am ] |
| Post subject: | Re: BW2.5+TitanRPG Update 2 |
If the pawn is NOT the issue, then its the weapon itself. But as i made the CF Mutator, i accounted for that very problem. The CF Mutator has a configuration file where all the weapon classes are assigned to their animations. The configuration file is called "CrazyFroggersMeshCache.ini" and is located in the System directory of your UT2004 installation. |
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| Author: | neilbrown [ Thu Apr 14, 2016 4:04 pm ] |
| Post subject: | Re: BW2.5+TitanRPG Update 2 |
What type of weapon did you use? If you encounter such kind of problem then why not try to replace for easier or conveniece way? |
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| Author: | Mako [ Mon May 02, 2016 7:21 pm ] |
| Post subject: | Re: BW2.5+TitanRPG Update 2 |
Guys I got BW 2.5, and i use Bloody Hell mutator on every match, but for some reason, it isnt working when i play with normal weapons, is there a way to fix that? |
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