dual mags in unreal

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seeker3

Member
Mar 8, 2010
36
0
6
Abbotsford BC
I have found a few mods that apparently give you dual mags in U1 and here is from the read me of the one I have now:
"Unzip the contents into C:\My Documents

Cut and paste DualMag.u into C:\Unreal\System

Use the editor - load the script into "classes"
It can be setup in the "weapons" tab"

I've attempted this before but I really don't know how to use the editor-could someone explain in noob language what I have to do,and will it work with in single player with 227f?

Thanks:)
 

Delacroix

Successor of Almarion
Jan 12, 2006
811
3
18
41
Warsaw, PL
Listen to me. There is a class that you need to know how it's called.

Hence, copy the file to Unreal's system folder and fire up UnrealEd. At the top bar, search for a chess-piece-styled icon and click it. You are in actor browser. Load up DualMag.u and expand the Actor tree. Expand the Inventory tree. Expand the weapon tree. Axpand the Automag tree. The name of the new class will be here as I suppose this is a subclass of Automag. So when you enter the game, you need to type summon dualmag.<input the new class name here>.
 

seeker3

Member
Mar 8, 2010
36
0
6
Abbotsford BC
Thanks Del,that finally did the trick:) You know it seems so easy to do when someone tells you where to look and how to summon to it,:lol:
 

Gizzy

The Banhammer Cometh
May 30, 2009
195
0
0
United Kingdom
SMARTBALLLLLLLLLLLLLLL

Mutators are rarely put into place with U1 mods nowadays, unless it's a big release (Like UTWeapons or Knifee) I still need to code mine for CSWeapons and xWeapons
 

Delacroix

Successor of Almarion
Jan 12, 2006
811
3
18
41
Warsaw, PL
Then you must have been... Nah, let me put it this way: UT-type UWindows GUI showed up in v226b and became more widely popular with 227. There was absolutely no platform for easy mute launch, so no mutes were written.