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Ballistic Weapons with RPG  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods
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Dante589



Joined: 07/26/2007 08:42:22
Messages: 2
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http://hedsteem.com/hsportal/index.php < Website for Hedsteem Ballistic weapons servers
http://runestorm.za.net/news.php < Website for Ballistic Weapons mod

Ballistic Weapons uses its own pawns. Whenever there is any chance of magical weapons the normal UT2004 weapons appear in addition to the magical ballistic weapons. In addition the HVC-MK9 Lightning Gun will not work at all when there is magical weapon chance. Also when the ballistic weapons are magical the Special function, weapon fire-mode swap, and weapon sights keys do not work.

I was wondering if there was anything that you as the creators of the RPG mod could do to fix this. Feel free to drop by the Hedsteem forums and hit us up there. My name on the Hedsteem forums is Dante. The head admin of all of the Hedsteem servers is Wup.

Any questions should be directed directed at Wup at Hedsteem@hedsteem.com or Me at Dante589@gmail.com

Thank you in advance,
Dante
Shantara

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Joined: 12/19/2004 18:35:28
Messages: 861
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Just to be clear,

Mysterial created the base UT2004RPG code. If there is a problem with your mod interfacing with Mysterial's code (not the Druids RPG add-ons) you would have to discuss it with him.

I'm wondering what it will take for my country to rise,
First we admit our mistakes, then we open our eyes
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My skin: http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5094
bolhota



Joined: 08/04/2007 10:26:01
Messages: 9
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So isn't there some how of doing an add on thing, but instead of doing it for ability do it for the stats.(Isn't it possible to make the game run the new add menu stats instead of the old one?)

I was just wandering if It wasn't just necessary to make an extension of some files that deal with the menu and the stats, and a mod(that acts just like de druids upgrader) to change automatically the old setting of the mod and use the new ones.

If you say it was mysterial who made the mod, than I just have tnks him , and instead of I disturbing this person, you could just try a little to help me, making an add on that changes the menu and stats


Now I thought of one thing, plz tell me if it would help(At least in the part that changes the menu)
Maybe creating an extension of the uc file(don't remember which one) that tells about the key binders, and instead of it calling the old menu, it would call a new one(that would be an extension of the old one).

well, tnks for the help of every one, and if you won't be able to help me could you tell me where can I find this Mysterial XD
Shantara

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Joined: 12/19/2004 18:35:28
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Mysterial's site:
http://mysterial.linuxgangster.org/UTRPG/

I'm wondering what it will take for my country to rise,
First we admit our mistakes, then we open our eyes
--Ani Difranco

My skin: http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5094
BotFodder

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Joined: 01/13/2006 15:23:41
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bolhota: What you're missing is:

1. Stats are coded *way way way* differently than abilities and weapons. So yes, conceivably, you could extend Mysterial's mod to use a different stats setup. HOWEVER:

2. Since stats are coded *way way way* differently than abilities, it hasn't been done for DruidsRPG, and I've never heard of anyone actually doing so. As I've attempted to indicate previously, stats are way less modular than the code for the individual abilities is (and it's the modularity of abilities that makes it easier to extend those than it is stats). No one here can help you *because* we've never done it and it is incredibly complex. You're on your own, if you're not willing to discuss it with Mysterial. From what I understand, Druid and Shantara actually looked at simply setting the maximum for a given stat different for different "Classes", and even *that* was nigh brain shattering.

In short, no one here is going to do your work for you, because that's what it's beginning to sound like what you want.

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