ecale3 said:
I'm sure i made some mistakes trying to get the point across. but basically mutators that want to be compatible with other mutators affecting the same objects must be written with those other mutators in mind.
It's pretty damned hard to get mutators compatable with anything if you are 'reclassing' things, without at least one having knowlage of the other.
If all the mutator does is call one of the basic mutator functions, that's fine, like a mutator that amplified damage or the ones that reinforce loadouts...
But you can never actually remove a class and replace it with a new one for everything, only extend the properties of the class to a new one. Mutators like the new40mm or RA basically take a default class as-is, and then modify the functionality of that class to fit thier own needs. The next mutator to try and do the same thing will work properly, but they will be using the default class again, not the previous mutator's extended class. It is most likely only one of the mutators will then physically take effect for players.
It may be possible to have weapons look at thier ammo type assigned when spawned and dynamically load the projectile type from information the ammo class carries (or from added information), but I'm not aware of any standard existing in inf at the moment for that sort of thing. Even with something like that, new40mm modifies the weapons that fire the 40mm's so they both can have the proper trajectory and are capable of cycling through/using that ammunition in the first place. (Inf weapons originally have a maximum of four ammunition types, and the m16 is already using three - see a problem?) Behavior like this from many mutators would make having a set ammo-type standard near impossible.