RC21 *OFFICIAL* Release 9.9.1
Download INF_SCAR_RC21.zip
***************
* Fixes from RC20 *
***************
-HELLHOUND DP #3) Damage radius was squashed on some servers after the crash fix
-Prevented SCAR info changes from other SCAR pickups affected by manual changes
***************
* Fixes from RC19 *
***************
-HELLHOUND wall penetration potential crash fix
-Smaller 40mm smoke trail
-Black smoke trail for Type92
***************
* Fixes from RC18 *
***************
-INFserver.log warning unwanted function call fix (attempt #2)
-Invisible weapon bug fix (attempt #2)
-Reload animation sequence skipping fix (attempt #3)
*****************
* Changes from RC18 *
*****************
-Added PaintFinish initialization sound
***************
* Fixes from RC17 *
***************
-Major INFserver.log warning GetInit function call fix
-HELLHOUND penetration fix
***************
* Fixes from RC16 *
***************
-Loadout menu display mesh skin fix
-Reload animation lag fix (attempt #2)
Installation Requirements:
1) UT v436 and INF 2.9 (or INF 2.9 Community Edition)
2) INFMOD Weapons 1.5.1 pack (included in INF 2.9 CE)
3) INF Bonus pack (included in INF 2.9 CE)
NB: UT's graphics driver must have UseS3TC=True for high resolution textures to show up properly,
namely, the ACOG reticle. If the reticle is really blurry, type 'preferences' in the console
and look for UseS3TC under your graphics driver in the Rendering tab. Chris Dohnal's OpenGL/D3D
drivers usually have this set by default. Download from http://www.cwdohnal.com/utglr/
Installation:
1) Extract the contents of INF_SCAR.zip into UT's System folder (UnrealTournament\System).
2) Run INF and select INF - SCAR from the Mutators list.
3) Create a SCAR loadout and launch a mission.
Loadout:
Automatic rifles
FN SCAR-H Mk.17 Mod 0 (SOF Combat Assault Rifle)
Light Variant:
To use the SCAR-L variant,
add FN SCAR L-Conversion Kit-Mk.16 Mod 1 (SPC).
Use the 6.8 SPC Magazine.
Aimpoints:
Cycle through dot colours by holding Aim and pressing Switch Weapon Mode.
Cycle through dot types by holding Aim and pressing Reload.
Trijicon ACOG with DOCTOR Optic SportSight:
Toggle between scope and aimpoint by holding Aim and pressing Activate Attachment.
Toggle ACOG reticle illumination on/off by holding Aim and pressing Switch Weapon Mode.
Reloading (An Aesthetic feature):
Holding the reload key any time before a new magazine is inserted will recycle the bolt
and eject the old chambered round.
HUNTIR (High-Altitude Unit Navigated Tactical Imaging Round):
Shoot with EGLM and select HUNTIR Console to view the camera.
MEI BlackBerry HUNTIR Console:
The MEI BlackBerry HUNTIR Console is listed under Equipment.
Add it to your loadout. Select it like a weapon.
Fire key toggles through the list of active cameras.
AltFire key toggles night vision on/off.
Note: HUNTIR HUD aligned for resolutions between 512x - 1280x with 4:3 aspect ratio.
INF_SCAR.ini:
------------
BulkFactor - SCAR loadout bulk is multiplied by this factor. (Server-side)
DotColor - corresponds to the aimpoint dot colour:
red=0; amber=1; green=2; blue=3; violet=4; white=5; black=6 (Client-side)
DotType - determines aimpoint dot type:
old dot=0; new dot=1; crosshair=2; cross-circle=3; circle-dot=4 (Client-side)
PaintFinish - initial paint job (overrides loadout paint finish):
OFF=-1; tan=0; red=1; green=2; orange=3; fuchsia=4; rainbow=5; white=6; black=7; gold=8; indigo=9 (Client-side)
Command Lines:
_________________________________________________________________
> mutate scarbulkfactor <factor> (requires server administration)
> mutate scardot <color> <type>
> mutate scarpaint <finish>
-----------------------------------------------------------------
<factor>=any real number
<color>=red, amber, green, blue, violet, white, black (OR 0-6, respectively)
<type>=0, 1, 2, 3, 4
<finish>=-1, tan, red, green, ornge, pink, rainbow, white, black, gold, indigo
(OR 0-9, respectively)
eg. To make a SCAR loadout half as bulky..
mutate scarbulkfactor .5
eg. To change the aimpoint dot to the old amber..
mutate scardot amber 0
eg. To change the aimpoint dot to the new red..
mutate scardot red 1
eg. To spray paint the SCAR red..
mutate scarpaint red
eg. To resume loadout paint finish..
mutate scarpaint -1
Download INF_SCAR_RC21.zip
***************
* Fixes from RC20 *
***************
-HELLHOUND DP #3) Damage radius was squashed on some servers after the crash fix
-Prevented SCAR info changes from other SCAR pickups affected by manual changes
***************
* Fixes from RC19 *
***************
-HELLHOUND wall penetration potential crash fix
-Smaller 40mm smoke trail
-Black smoke trail for Type92
***************
* Fixes from RC18 *
***************
-INFserver.log warning unwanted function call fix (attempt #2)
-Invisible weapon bug fix (attempt #2)
-Reload animation sequence skipping fix (attempt #3)
*****************
* Changes from RC18 *
*****************
-Added PaintFinish initialization sound
***************
* Fixes from RC17 *
***************
-Major INFserver.log warning GetInit function call fix
-HELLHOUND penetration fix
***************
* Fixes from RC16 *
***************
-Loadout menu display mesh skin fix
-Reload animation lag fix (attempt #2)
Installation Requirements:
1) UT v436 and INF 2.9 (or INF 2.9 Community Edition)
2) INFMOD Weapons 1.5.1 pack (included in INF 2.9 CE)
3) INF Bonus pack (included in INF 2.9 CE)
NB: UT's graphics driver must have UseS3TC=True for high resolution textures to show up properly,
namely, the ACOG reticle. If the reticle is really blurry, type 'preferences' in the console
and look for UseS3TC under your graphics driver in the Rendering tab. Chris Dohnal's OpenGL/D3D
drivers usually have this set by default. Download from http://www.cwdohnal.com/utglr/
Installation:
1) Extract the contents of INF_SCAR.zip into UT's System folder (UnrealTournament\System).
2) Run INF and select INF - SCAR from the Mutators list.
3) Create a SCAR loadout and launch a mission.
Loadout:
Automatic rifles
FN SCAR-H Mk.17 Mod 0 (SOF Combat Assault Rifle)
Light Variant:
To use the SCAR-L variant,
add FN SCAR L-Conversion Kit-Mk.16 Mod 1 (SPC).
Use the 6.8 SPC Magazine.
Aimpoints:
Cycle through dot colours by holding Aim and pressing Switch Weapon Mode.
Cycle through dot types by holding Aim and pressing Reload.
Trijicon ACOG with DOCTOR Optic SportSight:
Toggle between scope and aimpoint by holding Aim and pressing Activate Attachment.
Toggle ACOG reticle illumination on/off by holding Aim and pressing Switch Weapon Mode.
Reloading (An Aesthetic feature):
Holding the reload key any time before a new magazine is inserted will recycle the bolt
and eject the old chambered round.
HUNTIR (High-Altitude Unit Navigated Tactical Imaging Round):
Shoot with EGLM and select HUNTIR Console to view the camera.
MEI BlackBerry HUNTIR Console:
The MEI BlackBerry HUNTIR Console is listed under Equipment.
Add it to your loadout. Select it like a weapon.
Fire key toggles through the list of active cameras.
AltFire key toggles night vision on/off.
Note: HUNTIR HUD aligned for resolutions between 512x - 1280x with 4:3 aspect ratio.
INF_SCAR.ini:
------------
BulkFactor - SCAR loadout bulk is multiplied by this factor. (Server-side)
DotColor - corresponds to the aimpoint dot colour:
red=0; amber=1; green=2; blue=3; violet=4; white=5; black=6 (Client-side)
DotType - determines aimpoint dot type:
old dot=0; new dot=1; crosshair=2; cross-circle=3; circle-dot=4 (Client-side)
PaintFinish - initial paint job (overrides loadout paint finish):
OFF=-1; tan=0; red=1; green=2; orange=3; fuchsia=4; rainbow=5; white=6; black=7; gold=8; indigo=9 (Client-side)
Command Lines:
_________________________________________________________________
> mutate scarbulkfactor <factor> (requires server administration)
> mutate scardot <color> <type>
> mutate scarpaint <finish>
-----------------------------------------------------------------
<factor>=any real number
<color>=red, amber, green, blue, violet, white, black (OR 0-6, respectively)
<type>=0, 1, 2, 3, 4
<finish>=-1, tan, red, green, ornge, pink, rainbow, white, black, gold, indigo
(OR 0-9, respectively)
eg. To make a SCAR loadout half as bulky..
mutate scarbulkfactor .5
eg. To change the aimpoint dot to the old amber..
mutate scardot amber 0
eg. To change the aimpoint dot to the new red..
mutate scardot red 1
eg. To spray paint the SCAR red..
mutate scarpaint red
eg. To resume loadout paint finish..
mutate scarpaint -1
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