Mutator: Inf Weapon Enhancement

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
Am I commenting on the version running on {GD}EAS (not sure how recent it is):

The recoil on the FAMAS and the SAW seems pretty high with IWE. I've never fired either weapon - but the 5.56 cartridge is known for having low recoil. Seems like you've changed the recoil value for the FAMAS, but it might also be the 'zoom out' - I'm not certain. I think you might want to revise this mutator, when you've got the chance. Take into consideration that the weight and balance of a (physical) weapon plays a great deal in how much it recoils (the SAW is a fairly heavy weapon). Realistically, the SAW should destroy anything you aim at - in CQC. Right now, it's almost entirely useless, considering the increased recoil, and the fact that the gun 'jumps' all over the screen - when aimed while standing.

So, while I agree that it's a 'support' weapon, and that it's bulky - it can still be used while standing. I just think that should be addressed...
 

Crowze

Bird Brain
Feb 6, 2002
3,556
1
38
40
Cambridgeshire, UK
www.dan-roberts.co.uk
I'm sure I've addressed this before, but I'll say it again. The minimi recoil is a pain, since the factors for crouching and prone are fixed (handled in the player, not the weapon). Hence, if I reduce the recoil any more, it will be near perfectly stationary while firing when prone, and not much better when crouched. I can't do anything about it.

I've not changed the FAMAS recoil at all. You might feel it is high because of it's high ROF.
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
I was using it on semi. I suppose it's just the zoomed-out view that feels so different then.

As for the SAW - anything is better than now - if possible.

It's not even remotely useful while standing - even at short ranges. It feels like conefire unless you're laying prone. More of a 'spray and pray' type of affair, even at extremely short ranges.

I really wish this could be changed. That's a shame that it's such a pain to edit.

Sorry, but I had never seen you post anything about this before.
 
Apr 21, 2003
2,274
2
38
Europe
Since IWE fixed the FAMAS and G3K sights, why not fixing pistols too. Please make the distance-from-screen of the pistols back to how they were in INF2.86, I can no longer see those pistols holding near the face.
 
Last edited:

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
All default pistols were re-aligned and had their zeros adjusted for 50m in the mutator I released last year. For some reason they're not in the Mutator List sticky, but they were in the GD Mutator pack along with UN Decalstay.

I've been trying to work on a really cool flashlight blinding effect, but it doesn't sync with the player's animation and I'm not good enough in math to calculate differences in two opposing angles using two vectors as data.

I also have a nice laser trail effect that I want to improve upon and make it client-side so it doesn't lag-a-port online. Problem is that INF kinda died out so all these toys won't really see the light of day.

There are bigger and better games out there, but I'm still going to play INF offline until I find a newer game I actually like.

Edit: Oh yeah, this is an IWE thread. IWE is really cool! Yay Crowze!
 
Last edited:
Apr 21, 2003
2,274
2
38
Europe
When this UN_Handfix is there, than no server run it and it is pointless to me.
Is it not serverside, than I just missed something, I have to check again.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
All North American servers run it. I don't think any European servers run it. Maybe they have never heard about it :) But you shouldn't be using pistols anyways! Use a rifle like a real man! :p
 
Apr 21, 2003
2,274
2
38
Europe
@UN17:
I use pistols in very close loacations. Swamprat with sidegun purely rocks. Other CQB situations like Archives are to intense for sideguns, I have to use rifles.


The Handgun Fix is cool, but wat I do not understand is, why you keep the unaimed pistol the way it is. Rloading it it is still sticked into your face. Pull the unamed pistol position forward the same way you did with the aimed pistol.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Good suggestion, but the arms aren't modelled. I think I can push it forward a little without seeing the INF guy's hollow sleeve. :)
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
41
Seattle
keihaswarrior.home.icq
For UN handgun fix I suggest making the 'activate attachment' work the flashlight and the 'weapon mode' button work the laser. That would be better than how it is now with one switching back and forth and one being off/on.

This way, you have quick access to both LAM functions all the time, rather than having to switch to the one you want to turn off or on.

It would also be nice if the 1911 shot as fast as the beretta. I have read and seen that the 1911 can be shot very fast due to the short tigger pull.
 
Apr 21, 2003
2,274
2
38
Europe
keihaswarrior said:
For UN handgun fix I suggest making the 'activate attachment' work the flashlight and the 'weapon mode' button work the laser.
Yes that would be better.

keihaswarrior said:
It would also be nice if the 1911 shot as fast as the beretta. I have read and seen that the 1911 can be shot very fast due to the short tigger pull.
Sideguns will be much more deadly then. But I agree, I noticed that fireing a 5/7 is pretty lame. Maybe it is the case in RL, but I doubt it.


Ah and I found out why I thought no server has the HandgunFix. The FOOL server hasn't and I played few times there thinking it was another server previous time.
I think only FOOL hasn't the fix, except few other crappy server, that even do not have WP and RD. :shake:
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
IWE needs fixing

Crowze, there is indeed an incompatibility of IWE with DTAS. When i ran a server using DTAS in my gameswitcher config and IWE with multimut (even at the end of the list as suggested), several bugs appeared :
- the doors/movers are not reset to their default position at the end of each round like they should be
- the 'tasstatus' command doesn't work.

When i remove IWE from multimut, the bugs are gone. Please fix this asap, since IWE is the only mutator that makes the shotty usable with RT !
(or alternatively, release a separate fix for the shotgun with RT)
 
Last edited:

Neabit

New Member
Oct 10, 2004
158
0
0
40
We also use IWE with DTAS and by us the doors/movers was reseted after the round.

Normaly it should very easy to bring IWE send mutate commands to mutores which load after IWE.