BarbiesWorld
BarbiesWorld
BarbiesWorld.u is not the same on tanks server than on normal and test server so we must close and restart UT when we want to change server. 
Re: BarbiesWorld
Hi,
UnrealI weapons affected by this update?
If yes, here's some feedback":
Automag no Akimbo (cannt take two)
Stinger flames get stuck when you shoot non-stop
Minigun feels weaker
Perhaps add "OldMutator" instead, with Dispersion Pistol projectiles leaving trails, and Automag shooting with other sound etc etc? At least it will make weapons look and feel authentic, to justify the upgrade.
Because currently it's "so-so" edition, weapons behave and feel very differently, like "fake imitation"..
UnrealI weapons affected by this update?
If yes, here's some feedback":
Automag no Akimbo (cannt take two)
Stinger flames get stuck when you shoot non-stop
Minigun feels weaker
Perhaps add "OldMutator" instead, with Dispersion Pistol projectiles leaving trails, and Automag shooting with other sound etc etc? At least it will make weapons look and feel authentic, to justify the upgrade.
Because currently it's "so-so" edition, weapons behave and feel very differently, like "fake imitation"..
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Barbie
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Re: BarbiesWorld
I changed replacing Old Unreal Weapons from "IsA()" to "==". So if a map contains custom weapons derived from Old Unreal Weapons, they are NOT replaced. Do you know a map (except MH-Barracks) where such weapons are in?
what map are you referring to?
I didn't change anything concerning Old Unreal weapons. The replacement is done similar to original MonsterHunt code:Aphex wrote: Fri Mar 06, 2026 8:09 pm Stinger flames get stuck when you shoot non-stop
Minigun feels weaker
Perhaps add "OldMutator" instead, with Dispersion Pistol projectiles leaving trails, and Automag shooting with other sound etc etc? At least it will make weapons look and feel authentic, to justify the upgrade.
Code: Select all
function Actor CheckReplacementOldUnrealWeapon(Weapon W) {
if (W == Class'UnrealShare.Stinger')
return SpawnAndPasteActor(W, "MonsterHunt.OLStinger");
if (QuadShot(W) != None) // buggy graphics
return SpawnAndPasteActor(W, CProjectPrefix $ "QuadshotSB");
//return SpawnAndPasteActor(W, "Botpack.UT_FlakCannon") == None;
// OlRifle is not visible after feign death --SB, 2023-10-22
if (W == class'UnrealI.Rifle')
return SpawnAndPasteActor(W, CProjectPrefix $ "OlRifleSB");
if (W == class'Razorjack')
return SpawnAndPasteActor(W, "MonsterHunt.OLRazorjack");
if (W == class'Minigun')
return SpawnAndPasteActor(W, "MonsterHunt.OLMinigun");
if (W == class'AutoMag')
return SpawnAndPasteActor(W, "MonsterHunt.OLAutoMag");
if (W == class'Eightball')
return SpawnAndPasteActor(W, "MonsterHunt.OLEightball");
if (W == class'FlakCannon')
return SpawnAndPasteActor(W, "MonsterHunt.OLFlakCannon");
if (W == class'ASMD')
return SpawnAndPasteActor(W, "MonsterHunt.OLASMD");
if (W == class'GesBioRifle')
return SpawnAndPasteActor(W, "MonsterHunt.OLGESBioRifle");
if (W == class'DispersionPistol')
return SpawnAndPasteActor(W, "MonsterHunt.OLDPistol");
return W; // keep all other weapons
}
Code: Select all
if (Stinger(W) != None)
return SpawnAndPasteActor(W, "MonsterHunt.OLStinger");
[...]Re: BarbiesWorld
No, unfortunately, I don't know other such mapsBarbie wrote: Fri Mar 06, 2026 8:46 pmDo you know a map (except MH-Barracks) where such weapons are in?
On the other hand, literally all maps i tried with Old Unreal weapons (stock) are affected with the issue I described:
You could take 2 automags, now you can't, and weapons have this "new" behaviour described above, on all maps.
Specific maps:
MH-RockTunnel
MH-TheGauntlet4
MH-TheGauntlet5
etc
Re: BarbiesWorld
I also had some issues on MH-RockTunnel .
At some point got somehow 2 disp. pistols
Like one is not annoying enough .. ;d
And when i lay down to heal faster [F] my minigun wasn't visible till i not change weapons
But for this i think happened before too,so not important i guess
At some point got somehow 2 disp. pistols
And when i lay down to heal faster [F] my minigun wasn't visible till i not change weapons
