Offline versions of BallisticPro

For technical help, links and documentation specific to Ballistic Weapons.
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Pinky
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Re: Offline versions of BallisticPro

Post by Pinky » Sat 10 Aug , 2013 9:11 am

Butcher wrote:works in General relativity...
Special Relativity :mrgreen:

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Jiffy
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Re: Offline versions of BallisticPro

Post by Jiffy » Sat 10 Aug , 2013 9:12 am

pilau wrote:lol.

That's not what I meant.

Basically, when somebody uses this time-warping weapon, nobody's time frame gets affected by him using it. Everybody keeps on playing at the regular speed while the player's game actually slows down but.

While the player is in bullet time, he can mark his target(s) (if he's quick enough - the bullet time is really short). Then as the bullet time expires, his time frame returns to normal and the fires are immediately shot according to his marks.

Then if according to his time frame he actually hit his targets, these players will get hurt. If not, too bad.

Once the player leaves bullet time you can advance the others quickly to their current positions. Regarding how the other players see the "Neo" guy while he's in bullet time, perhaps the player will just stay stationary, with or without a distinguishable visual effect around him. Or perhaps moving in the same direction and speed (with or without visual effect). That needs to be worked out.
Reminded me of the command 'playersonly'.

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Re: Offline versions of BallisticPro

Post by pilau » Sat 10 Aug , 2013 10:22 am

DerpXD47 wrote:Reminded me of the command 'playersonly'.
More like SLOMO.

This kind of functionality sure is a programming challenge (with or without Unreal engine having an API for recording, manipulating and replaying live movements and actions etc.).
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Re: Offline versions of BallisticPro

Post by Azarael » Sat 10 Aug , 2013 3:33 pm

Updated.

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pilau
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Re: Offline versions of BallisticPro

Post by pilau » Sat 10 Aug , 2013 3:42 pm

Just download the same file? Should I clear the weapon cache too?
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Re: Offline versions of BallisticPro

Post by Azarael » Sat 10 Aug , 2013 4:15 pm

Updates are to the same link. BWCache.ini doesn't need to be removed.

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pilau
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Re: Offline versions of BallisticPro

Post by pilau » Sat 10 Aug , 2013 4:30 pm

Thanks. There are multiple bugs with the CX85 sniper rifle. Should I list them here?
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Re: Offline versions of BallisticPro

Post by Azarael » Sat 10 Aug , 2013 4:31 pm

Ignore that thing entirely. It's just test classes for the attachment's size and positioning.

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Re: Offline versions of BallisticPro

Post by pilau » Sat 10 Aug , 2013 5:00 pm

Okay sure.
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Re: Offline versions of BallisticPro

Post by pupimassa » Thu 22 Aug , 2013 9:47 am

Sorry for a very noobish question, but what exactly should I do with the files to install them properly? I have "ut2k4 mod installer" but it doesn't work here (no .umod or .zip file, it doesn't support .rar)
So if I create .zip from the whole folder, will it work?
I just tried to copy all the files to folders in UT with the same name (tex, anim, ....) and it didn't work.
BW conflict and all the BW mutators were shown in the game menu but after starting a game, I started with normal UT assault and shieldgun and no loadout, no ballistic weapons were in the game.(
Thanks for replies! M

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