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PSYTEX vs. MagCheck

Discussion in 'Troubleshooting' started by [5thSFG]Mitchell, Aug 17, 2008.

  1. Snakeye

    Snakeye Mk82HD

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    Uhm, I could have saved you a bit of time: MagCheck only works with Original Inf and Bonus pack weapons (that includes G3A3, so it should do) to begin with (excluding M249 it seems) plus it should technically work with the C7, since this masterpiece was also done by Olethros - unless the C7 is so awesome already that adding MagCheck would make it too awesome for anyone to use :D. You can scratch any 3rd party weapon from the list plus the M16 when using new40mm, HK Mk23 when using UNHandgunfix and AKMSU when using WeaponPack.

    As I mentioned before I would consider to add it for "my" weapons in case people (note the plural) want it and there are no objections from Infers who think it's unrealistic.
     
  2. [5thSFG]Mitchell

    [5thSFG]Mitchell unexpected guest

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    I hope an eventual next version will incorporate 3rd party weapons too. :rolleyes:
     
  3. Carpetsmoker

    Carpetsmoker Nexus-6

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    This is by design ...
     
  4. Snakeye

    Snakeye Mk82HD

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    As Olethros mentioned in his MagCheck thread custom weapons should have the MagCheck code implemented by their creators (so good luck for any of the INFMOD weapons :p). On the other hand it's absolutely possible to find a volounteer to add all custom weapons to MagCheck - perhaps you want to do some UnrealScript coding in your free time :D.
     
  5. [5thSFG]Mitchell

    [5thSFG]Mitchell unexpected guest

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    If I could learn "how to" I might even consider to do that to some weapons... :rolleyes:
     
  6. Snakeye

    Snakeye Mk82HD

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    "The ability to learn is present in every human being, it's only the will to do so that differs.", Peter H. Danford.

    You understand English, you have internet access and you have both Unreal Tournament and Infiltration. It's not like I started with more than this.
     
  7. [5thSFG]Mitchell

    [5thSFG]Mitchell unexpected guest

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    so where can I begin with? I suppose some specific tools are required, is that so?
     
  8. Snakeye

    Snakeye Mk82HD

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    The requirements stated in my last post are actually serious; you have all the tools you need to make mutators. If that is too cryptic here's my last advice if you seriously plan to do UnrealScript: learn how to find things by yourself.

    I don't mean the above in a sarcastic or hostile way - it's just the only way you'll ever succeed in doing UnrealScript, because there is no clear documentation of the language and I doubt the few UT coders still around will have the time or patience to take an apprentice. Don't be too fearful though (cause fear leads to anger, anger leads to..), the only real prerequisite is to be able to read and understand code (usually any other language known will suffice) - I didn't read or write a single line of UnrealScript until about May 2008, yet I managed to understand the basics enough to actually do a few little mutators by now - but I surely spend ten or twenty minutes of researching for every minute I actually wrote a line of code.

    If you had even briefly searched the first page of the Inf Development section you might have stumbled across this one http://forums.beyondunreal.com/showthread.php?t=179525. This is as much a kickstart as you'll get. You will get help here (or on other forums) with specific problems - but asking things that have been answered many times before usually won't even generate a response.
     
  9. [5thSFG]Mitchell

    [5thSFG]Mitchell unexpected guest

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    my only script capacities date back to OFP, where I made some weapons (old good days)(but notepad was mainly used as "editing tool"; the only specific programs were the estractor/encryptor of ofp files, but those programs could be found very easily).

    I'll go looking downthere, hoping to find something usefull to what I'm up to, but I hope I'll get some more help if I ever need it. :shy:
     

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