Infinite Ammo Mutator (UT2004) ??

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MrDoomMaster

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Apr 2, 2005
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I'm looking for a mutator that will allow all players on my server to have infinite ammo, or at least the ability to get 999 ammo from pickups.

Anyone know where I can find one?
 

nick89

Mr High Ping
Dec 20, 2004
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Alas i was lookiing for a similar one at some stage, it does not exist.
I then made my own mutator which gives the player ammo when he scores a kill.
You could make a fairly simple mutator to do this.
 

Nemephosis

Earning my Infrequent Flier miles
Aug 10, 2000
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Sir_Brizz said:
http://forums.beyondunreal.com/showthread.php?t=135330&highlight=EvenGround150

You can set the weapons to Regenerate Ammo as fast as you want. Set it to fast enough and you don't ever run out....there might also be an infnite ammo part, I can't remember...
smackhead.gif


You idjit. You made one, remember?

Uploaded.

This is the infinite ammo mutator Sir Brizz made that apparently he forgets he did, so I gladly take all credit.
tongue.gif
 

Attachments

  • FullAmmo.zip
    1.6 KB · Views: 147

Sir_Brizz

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Feb 3, 2000
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ROFL!

That's right, it doesn't work with Superweapons I don't think. If you guys want that fixed, I can do it.
 

MrDoomMaster

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Apr 2, 2005
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Sir_Brizz said:
ROFL!

That's right, it doesn't work with Superweapons I don't think. If you guys want that fixed, I can do it.

Yes please fix for super weapons. Make it an option, though. Enable/disable infinite ammo for super weapons :)


I also have no idea how to edit the EvenGrounds mutator from webadmin on my dedicated server. I also add the mutator to my GameTypes options for Invasion, and it doesn't load when I vote invasion :|
 

Sir_Brizz

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You have to edit the options from the ini for a dedicated server.
 

MrDoomMaster

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Apr 2, 2005
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Sir_Brizz said:
You have to edit the options from the ini for a dedicated server.

Okay, makes sense. There is no documentation provided with EvenGrounds, so I don't know what options to generate in my INI file.
 

Nemephosis

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Sir_Brizz said:
ROFL!

That's right, it doesn't work with Superweapons I don't think. If you guys want that fixed, I can do it.
Think I asked something like that when you first did it, and you never did it then. ;)

Yeah, it'd be nice if you could. :p
 

Sir_Brizz

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yes yes, I've been fixing some bugs in EvenGround and I will fix FullAmmo too :)
 

Sir_Brizz

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Is this better, Neme!?
 

Attachments

  • FullAmmo.zip
    2.7 KB · Views: 112

Nemephosis

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I guess I'll find out in a bit won't I?!

I just downloaded it?!

Why are we yelling at each other?!

:p

edit: alright there is a slight problem with U4E's tomahawk, but if they'd just coded it right to begin with it wouldn't exist, so that's their end.

I haven't got to test it with anything other than a redeemer and U4E's tomahawk but it should be fine. thanks.
 
Last edited by a moderator:

Nemephosis

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Do you have the sourcecode for it? It's causing a problem with the Tomahawk in U4E and UTIMER needs the source code to find the problem. It's a hell of a strange problem because the Tomahawk is just subclassed off the redeemer, and the redeemer works just fine with this.
 

Sir_Brizz

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Feb 3, 2000
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I guarantee it has to do with this for loop right here.
Code:
for( inv=gp.Inventory;inv!=none;inv=inv.Inventory )
    {
      if( inv.IsA('Weapon') && inv.IsA('Redeemer') && (!inv.IsA('faRedeemer')) )
      {
         gp.DeleteInventory(inv);
         W = Spawn(Redeemer,,,gp.Location);
         W.GiveTo(gp);
         //gp.GiveWeapon("FullAmmo.faRedeemer");
      }
      if( inv.IsA('Weapon') && (!inv.IsA('TransLauncher')) && (!inv.IsA('ShieldGun')) )
      {
          Weapon(inv).SuperMaxOutAmmo();
      }
    }
I did it that way so you could use loaded. What I'm sure is happening is that when you pick up the Tomahawk it sees that it extends from Redeemer and it switcheds it with my redeemer.

I'll fix it tonight so that it checks and makes sure it is not a child of Redeemer. That will fix the other problem too.
 

Nemephosis

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Will it work on the Tomahawk though? The Tomahawk seems to be immune from "allammo" and the first version of fullammo. You get 5 missiles and that's it.

When you fix that will it work on the Tomahawk or is that on their end?
 

Sir_Brizz

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Feb 3, 2000
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They need to add a function called SuperMaxOutAmmo to the Tomahawk that can just be copied from Weapon, then it should work perfectly. (Redeemer blanks this function out, which is why I had to subclass it myself. Any weapons that have that function will work with FullAmmo).