Well, I already gave a "slight" hint yesterday - I have been working on a AKS74U Mutator for Inf the past 1.5 weeks, and it seems I reached a state where it can be unleashed upon the peaceful world. But first things first..
Credits:
There are many people who contributed unkowingly and knowingly to this mutator; I merely mutilated some line of codes and a model (not, not he pretty girls, the 3D meshes in Inf) and even those were initially done by other people. So here they are:
-SentryStudios: Their AKSMU is the basis of this mutator.
-Psychomorph: His textures and sounds contributed a lot to the character of the AKS74U.
-INFMOD Team: Their scripts held once again quite a few helpful hints to get everything working.
Special Thanks:
-Special thanks to Psychomorph for his contribution and dedication to the sounds and textures.
-Special thanks to Carpetsmoker for his counsel.
Special Curse:
-This one goes to LethalDosage: Thanks for planting the immensely stupid idea into my head to make this mutator
Now to the actual Mutator..
INF_AKS74U (0.70 Beta)
What the mutator does(Features):
The mutator adds a AKS74U to Inf. As most here should already know the AKS74U is the little and more common sister of the AKMSU, being chambered for the 5.45x39 round. It uses 30rd mags only (sorry, no 40ies, 45s or drums) but can use two different types of ammo, the standard 7N10 Enhanched Penetration round and the 7N22 Armor Piercing round.
Both ammunition types can be carried at the same time and you may switch between mags using 7N10 and 7N22 InGame. This is achieved by pressing the activate attachment button. Note that when changing ammunition types while a round of the other type is chambered this round will be ejected after inserting the new mag! To better distinguish between 7N10 and 7N22 mags, the earlier come in nice orange-brown mags, while the latter come in black mags - and since you don't see much of the inserted mag usually, the ammunition type is also displayed in the HUD.
To be able to reflect the behavior of the two rounds the LVL2 and LVL3a vests are also replaced by this mutator with an own version, which only adds a damage type for the 7N22 AP round - all original values remain untouched and the 7N10 uses the same damage type as the AKMSU/M16/SIG551 etc.
Lastly, since I don't know how you guys like AP ammo, I added the possibility to DISABLE the 7N22 AP round via INI file; just set bAPAmmoAllowed to 0 and all 7N22 mags in the loadout will be handed out as 7N10 when given to the player (the saved loadouts themselves remain untouched). The changed vests will remain though, but since the only change is the damage type for the 7N22 this doesn't affect gameplay.
New in 0.70: MagCheck functionality is now supported. In order to use it you need to have MagCheck (Beta7 is reommended as all others are untested) present and active.
What this mutator doesn't(Limitations)
-The First-Person animations remain unchanged. At the moment it is beyond my abilities to both extract and change the first person animations to reflect the differently shaped mag. Since you don't see much of the mag in First-Person I thought I could live with that.
-The Slings (Chest/Slung) are not done. I've tried this but due to problems with either exporting them from the .u-files or exporting them as .psk-files they ended up very unsatisfactory InGame. Unless I get some help on how to handle .psk-files I'm nor sure if I'll be able to fix this.
What this mutator does badly(Known Bugs)
No known bugs at the moment.
Feel free to add any feedback in this thread. I really hope you guys have fun with this (the few who still play at least). And be sure to report back any bugs.
Oh, the mutator should be reasonably safe for server use.
---------------------------------------------------------------
Changes for 0.70:
-Fixed disappearing 3rd person mesh
-Added MagCheck functionality
Credits:
There are many people who contributed unkowingly and knowingly to this mutator; I merely mutilated some line of codes and a model (not, not he pretty girls, the 3D meshes in Inf) and even those were initially done by other people. So here they are:
-SentryStudios: Their AKSMU is the basis of this mutator.
-Psychomorph: His textures and sounds contributed a lot to the character of the AKS74U.
-INFMOD Team: Their scripts held once again quite a few helpful hints to get everything working.
Special Thanks:
-Special thanks to Psychomorph for his contribution and dedication to the sounds and textures.
-Special thanks to Carpetsmoker for his counsel.
Special Curse:
-This one goes to LethalDosage: Thanks for planting the immensely stupid idea into my head to make this mutator
Now to the actual Mutator..
INF_AKS74U (0.70 Beta)
What the mutator does(Features):
The mutator adds a AKS74U to Inf. As most here should already know the AKS74U is the little and more common sister of the AKMSU, being chambered for the 5.45x39 round. It uses 30rd mags only (sorry, no 40ies, 45s or drums) but can use two different types of ammo, the standard 7N10 Enhanched Penetration round and the 7N22 Armor Piercing round.
Both ammunition types can be carried at the same time and you may switch between mags using 7N10 and 7N22 InGame. This is achieved by pressing the activate attachment button. Note that when changing ammunition types while a round of the other type is chambered this round will be ejected after inserting the new mag! To better distinguish between 7N10 and 7N22 mags, the earlier come in nice orange-brown mags, while the latter come in black mags - and since you don't see much of the inserted mag usually, the ammunition type is also displayed in the HUD.
To be able to reflect the behavior of the two rounds the LVL2 and LVL3a vests are also replaced by this mutator with an own version, which only adds a damage type for the 7N22 AP round - all original values remain untouched and the 7N10 uses the same damage type as the AKMSU/M16/SIG551 etc.
Lastly, since I don't know how you guys like AP ammo, I added the possibility to DISABLE the 7N22 AP round via INI file; just set bAPAmmoAllowed to 0 and all 7N22 mags in the loadout will be handed out as 7N10 when given to the player (the saved loadouts themselves remain untouched). The changed vests will remain though, but since the only change is the damage type for the 7N22 this doesn't affect gameplay.
New in 0.70: MagCheck functionality is now supported. In order to use it you need to have MagCheck (Beta7 is reommended as all others are untested) present and active.
What this mutator doesn't(Limitations)
-The First-Person animations remain unchanged. At the moment it is beyond my abilities to both extract and change the first person animations to reflect the differently shaped mag. Since you don't see much of the mag in First-Person I thought I could live with that.
-The Slings (Chest/Slung) are not done. I've tried this but due to problems with either exporting them from the .u-files or exporting them as .psk-files they ended up very unsatisfactory InGame. Unless I get some help on how to handle .psk-files I'm nor sure if I'll be able to fix this.
What this mutator does badly(Known Bugs)
No known bugs at the moment.
Feel free to add any feedback in this thread. I really hope you guys have fun with this (the few who still play at least). And be sure to report back any bugs.
Oh, the mutator should be reasonably safe for server use.
---------------------------------------------------------------
Changes for 0.70:
-Fixed disappearing 3rd person mesh
-Added MagCheck functionality
Attachments
Last edited: