new pack 1.2 = M16A2 and AKMSU problems

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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Hello All,

I just finished consulting the thread on Burger's problems with the AKMSU (found at http://forums.beyondunreal.com/showthread.php?p=1799556#post1799556) but as far as I can tell my troubles with the AKMSU and the M16A2 are different.

For the AKMSU, I spawn holding my kabar, and I then discover that the drum of ammo for my AKMSU is entirely missing. I try to reload, but I am unable to do so.

For the M16A2 with the grenade launcher attachment, I again spawn holding the kabar, but while my weapon's primary fire DOES work, the grenade launcher does NOT. When I try to reload the launcher, it does not do so.

Any help on identifying what the problem is for these two weapons would be GREATLY appreciated. Please note that the ONLY change to my game has been the addition of the new weapons pack (v. 1.2). Since this install, I have been unable to get these two weapons working properly.

Here is my list of active mutators:

MutatorList=
StrafeWhoreNoMore.WhoreModage,
ReportDirection.RDMutator,
RAv3.RAv3,
INFHunt3.INFProtoBots,
InfModWeaponPack1.WeaponPack1, (this line here may read "1" but IN the game's menu it's displayed as "1.2")
INFBotDirector.mutBotDirector,
K_INF_HiddenSpawns.K_INF_HiddenSpawns,
RealTargets.RealTargets,
INF_Bonus.INF_Bonus,
INF_MiniUziFix.INF_MiniUziFix,
dukeXM8b.dukeXM8

Thanks again for your time and effort on this matter!

Kyle

:)
 
Last edited:

(SDS)benmcl

Why not visit us here in the real world.
May 13, 2002
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Ok I haven't really been paying attention to things in the INF scene but does RAv3.RAv3 work with 2.9 let alone the other bonus mutators or did I miss something?
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
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Leiden, Holland
Well if you try it online and it turns out to work, then it means the mutators aren't 'server' thingies or something. I don't know enough I guess, sorry.
 

yurch

Swinging the clue-by-four
May 21, 2001
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The RAv3 experiment is not compatible with any new weapons or ammunition save the new40mm mutator, which is required.

It's also quite outdated conceptually and I don't recommend it.
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
After removing the RAv3 mutator, I was once again able to use the AKMSU. However, my M16A2's M203 is still not working. I've created another post regarding this since I discovered that my problem with said weapon went away while I was on SG's server. It still isn't working offline, however.

Thank you for the fruitful advice!
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Good golly Miss Molly! How many mutators are you running? What if you remove all your mutators except: INF Bonus, IMT Weaponpack 2? Then run an offline bot game to see if everything is fixed. If those are the only 2 mutators running and you still get problems, then you know it's not a mutator conflict but your INF install that is borked. :)
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
319
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Brisbane, Australia
Borked...?

My problem was weapon priorities. Checkmag (which i have removed from my mut list) was screwing around with them. Everything works fine now.

And wouldn't it be better to use realtargets instead of RAv3?


INFHunt3.INFProtoBots... K_INF_HiddenSpawns.K_INF_HiddenSpawns... I have never heard of these before. What do they do?