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INF Checkmag Upgrade?

Discussion in 'Infiltration Development' started by Burger, Oct 9, 2004.

  1. Burger

    Burger Lookin' down the iron-sights...

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    I regularly use the 'mutate infcheckmag' command, as a 75round akmsu drum can be hard to keep track of.

    How hard would it be to upgrade the mutator to include all current weapons? (mod team and bonuspack)

    Could someone who knows how to code stuff upgrade the mutator or show me how to do it?
     
  2. geogob

    geogob Koohii o nomimasu ka?

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    you really need that? Try without it to get used to not using it. That my best suggestion.
    I am mostly playing as machine gunner roles and I have no difficulty keeping track of my 200 rounds belt. It needs practice.
     
  3. Crowze

    Crowze Bird Brain

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    Don't use auto. It's far easier keeping track of bursts or single shots.
     
  4. Burger

    Burger Lookin' down the iron-sights...

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    I do use semi/burst fire.

    All comments taken but regardless, could someone show me how?
    Some people play different ways. This is my way.
     
  5. Cleeus[JgKdo]

    Cleeus[JgKdo] because respawns suck

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    It's strange, but somehow one gets a feeling for guessing how many bullets are left inside the mag.

    Btw, Where does that checkmag mutate command come from - never heard of it.
     
  6. Blitzschlag

    Blitzschlag New Member

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    It comes from a Mutator called'CheckMag' somewhere around here
     
  7. Lt.

    Lt. Elitist bastard

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    there are 14 classes in that mut, and they all look pretty straightforwards:

    magStateMessage.uc
    INFmc_Mutator.uc
    INFmc_M16.uc
    INFmc_FSVEN.uc
    INFmc_FAMAS.uc
    INFmc_MP540.uc
    INFmc_SIG551.uc
    INFmc_M16M203.uc
    INFmc_M92F.uc
    INFmc_P90.uc
    INFmc_Mk23.uc
    INFmc_PSG.uc
    INFmc_AKMSU.uc
    INFmc_Weapon.uc

    looks like you would just have to write up some new INFmc_ classes and add them into INFmc_Mutator. If you feel like staring at the code (i dont), here is the AKMSU file and the Mutator .uc.

    I'll mess around with this later, but anything I do would just be a quick hack.
    I think that busybody Olethros was the original author (hard to tell tho, there isnt a name signed anywhere in the code :rolleyes: ), perhaps he could do an official update that includes the new weaponpacks.

    _________________
    edit: after reading that AKMSU class I detect a bit of a problem in that it extends the base weaponclass, which could cause some difficulty if some users dont have all the weaponpacks. but we'll see.
     

    Attached Files:

    Last edited: Oct 11, 2004
  8. Crowze

    Crowze Bird Brain

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    Oh... this will conflict with a mutator I'm currently working on. Besides, I'd prefer it if you didn't start messing with the Mod Team's weapons at least, since we're still doing some of that ourselves.

    I wonder if there's a way of stopping the current weapon from firing or changing through a HUD mutator... maybe if you have another dummy inventory item that you switch to and back from when you check. It would mean there's no need for all the weapon replacements.
     
  9. Lt.

    Lt. Elitist bastard

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    indeed.. perhaps rather then having us muck about with others code, Burger could just take the AKMSU to the range and get a "feel" for how much ammo he has left? :p

    after passing a couple thousand rounds thru a INFgun its amazing how *in tune* you are with it. ;)
     
  10. Olethros

    Olethros Functional alcoholic

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    That mutator was only made to illustrate how my idea of a 'realistic' magazine check feature could be implemented in the game, sort of putting my proverbial money where my mouth is. It was released in this thread.

    If anybody's interested, they can get the newest version (beta 3) here, which includes support for the RC50 as well as some bugfixes.

    Edit: As for how this should be 'upgraded' to include support for 3d-party weapons, my idea would ental having one mutator for the basic 2.9 weapons, another one for the bonus pack and a third one for the weapons team pack. This way, one wouldn't necessarily need to have all weapon packs installed to use the magcheck mutator, and its function would remain transparent to the users since they all use the same 'mutate' command and only affects the weapons for which they were written. Of course, it would be easiest if the mag check functions were added to new weapons by their authors, as very little extra code would be necessary in most cases, but the idea never caught on.
     
    Last edited: Oct 11, 2004
  11. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    I agree w/ Olethros, cause I use this mut in that way (a realistic approach to a magazine check of ammunition left...), and a upgrade w/ the third part weapons is REALLY WELCOME!!! [=)
     
  12. Captain Colon

    Captain Colon New Member

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    Thirded.

    I've noticed it really comes in handy when you pick up a weapon from a dead guy and you can at least get a ballpark figure of how much ammo is in it.
     
  13. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    Well, it was requested that this be used on GD EAS Server. However, it would be silly to use it if all weapons are not supported.

    I do like the idea that you have to take time to take the Mag out and hold it in your hand to know.

    I'll wait until all weapons can be used (2.9, Inf Bonus, Inf MOD).
     
  14. Olethros

    Olethros Functional alcoholic

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    Might take a while, Odie. Making magcheck-enabled versions of the INF, Bonus and Modpack weapons is just about the most boring thing you could ever do with UnrealScript. Besides, compatibility-issues are bound to arise with other mutators, such as Yurches improved 40mm nades and similar stuff. There really should be a better way to do this, but I can't think of any.
     
  15. UN17

    UN17 Taijutsu Specialist

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    Maybe you could do a Mag Check lite where the gun is unusable for X amount of time, maybe a visual timer centered on screen. The check time for each gun can be set via .ini file so custom and new weapons can be added with ease?
     
  16. Olethros

    Olethros Functional alcoholic

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    Well, the newest version (beta 4) has a generic mag check feature and support for "plug-in" mutators. Problem is, unsupported weapons won't have any animations or sounds delaying the magazine checking. This unbalances the whole thing a bit (perhaps with the exception of the G36K, with its translucent magazine) so this is a serverside option that can be disabled by the admin. Note, however, that it still isn't online-capable yet, so this is kind of a moot point ATM. But it's getting there, however slowly.

    Now if some hapless dolts would only take on the task of writing plug-ins for the bonus and Mod packs I'd save myself a lot of work...
     
  17. Burger

    Burger Lookin' down the iron-sights...

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    And the "Not a compatible Mag Check weapon" thing doesn't come up anymore.
     
  18. jayhova

    jayhova Don't hate me because I'm pretty

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    I personally LOVE this little mutator. As to it not catching on, I just don't understand that. Now I very rarely check my mag once it's in the gun but when I slap a new one in it's really nice to know what I have in it. IRL a soldier would never be in a position where he would not know if the mag he just loaded was fresh or partially depleted. He would also know with a realitive degree of certainty how full the mag was.

    When the freshest mag you have is only half full this will effect your tactical situation. This information I'd like to have. Dispite what has been said about magcheck I have never seen someone say it's unrealistic. Mostly people say you could get along without it. Alot of it seems to be a sort of real men don't need a magcheck. Again, maybe that is true, but is it as real as it gets?
     
  19. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    IBT included Olethros MagCheck in its overall features, and its quite neat (when I´m not using IBT, I activate INFMagCheck v7, but its a pitty it doesn´t run properly with IWE or other mutties as BlackAKMSU and TWT Zombies and Monsters...)
    All Olethros mutties are a "reality candy" for INF, a pitty they´re somewhat underused in most servers...
     
  20. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    If there were seperate packages made up for the standard INF weapons, Bonus pack and IMT weapons, That would be great, or maybe instead of an IMT package, the IMT team could go back and add the MagCheck code into each of their weapons, this way whenever a new WP is released, their automatically compatable.
     

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