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Mutator: INFCustomBulk
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 221
Location: Germany

PostPosted: 2008-04-24 19:07:54    Post subject: Mutator: INFCustomBulk Reply with quote

Like Micro Bulk, but is configurable on a per-class basis.

Configuration goes in your System/Infiltration.ini :
Code:
[INFCustomBulk.INFCustomBulk]
bLog=False
ClassBulk[0]=INF_Core.INFc_Weapon -1
ClassBulk[1]=INF_Core.INFc_Ammo 0
ClassBulk[2]=INF_Core.INFc_Pickup 0

Syntax of a ClassBulk line is class name, space, bulk value. A bulk value of -1 means 'keep original value'. Bulk is an integer. You can have up to 32 ClassBulk lines.
Processing of ClassBulk stops after the first match.

Set bLog to True to see some debug messages in your System/Infiltration.log .

The settings shown above are taken from the INF Coop servers - Weapons keep their value but ammo and equipment items have zero bulk.
INF_Core.INFc_Weapon is the base class of all INF weapons, INF_Core.INFc_Ammo is the base class of all INF ammo and INF_Core.INFc_Pickup is the base class of all INF equipment items. You could add some weapon specific bulk above those lines:
e.g.
Code:
ClassBulk[0]=INF_Core.INFc_Mk23 10
ClassBulk[1]=INF_Core.INFc_Weapon 1

would set the bulk to 10 for the Mk23 and to 1 for all other weapons.

Source code:
Code:
/*
    INFCustomBulk.uc

    (c) 2007 Johannes Frank <joe@cerberon.net> (aka Stinkmarder[JgKdo])
*/

class INFCustomBulk extends INFc_LoadoutMutator config;

var config bool bLog;
var config string ClassBulk[32];
var class Classes[32];
var int Bulk[32];

function PostBeginPlay()
{
    local int i;
    local string ClassStr, BulkStr;

    for (i = 0; i < ArrayCount(ClassBulk); i++)
        if (ClassBulk[i] != "" &&
            class'utils'.static.Divide(ClassBulk[i], " ", ClassStr, BulkStr))
        {
            Classes[i] = class(DynamicLoadObject(ClassStr, class'Class',
                true));
            if (Classes[i] == none)
            {
                log("Failed to load class " $ ClassStr, 'INFCustomBulk');
                continue;
            }

            Bulk[i] = Max(int(BulkStr), -1);
        }
}

function int CheckItemBulk(class A)
{
    local int i;

    for (i = 0; i < ArrayCount(Classes); i++)
        if (Classes[i] != none && ClassIsChildOf(A, Classes[i]))
        {
            if (bLog)
                log("Using bulk value of " $ Bulk[i] $ " from index " $ i $
                    " for class " $ A, 'INFCustomBulk');

            return Bulk[i];
        }

    return -1;
}

defaultproperties
{
    bLog=false
    ClassBulk(0)="INF_Core.INFc_Weapon 0"
    ClassBulk(1)="INF_Core.INFc_Ammo 0"
    ClassBulk(2)="INF_Core.INFc_Pickup 0"
}
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-04-26 20:21:12    Post subject: Reply with quote

AK Drum and MG mags should be more heavy, 2 for drums and 3 or 4 for MG.

So that would be:
Code:

ClassBulk[0] = INF_Core.INFc_AKMSU_Drum 2
ClassBulk[1] = INFMOD_AKM.INF_AKMS_Drum 2
ClassBulk[2] = INF_Core.INFc_MinimiCan 4
ClassBulk[3] = INFMOD_M60.INF_M60Ammo 4


Last edited by Carpetsmoker on 2008-04-28 08:14:18; edited 1 time in total
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Alo_08[JgKdo]
INFanterist


Joined: 22 Jan 2008
Posts: 58
Location: Coop

PostPosted: 2008-04-26 21:56:07    Post subject: Reply with quote

My son,u cant play Coop with the original infloadoutsettings - because u need more ammo...
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-04-26 22:23:51    Post subject: Reply with quote

Normally I use 11 5.56 mags (G36K, HK416, FAMAS, etc), and in some rare exception 16 mags, in addition I have a Mk23 with 3 mags and 6 grenades.
I use the same loadout when playing alone or with more people.

I think I ran out of ammo once, maybe twice.

So stop saying it's impossible, because IT IS possible.
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Chuckus



Joined: 22 Jan 2008
Posts: 36

PostPosted: 2008-04-27 06:27:09    Post subject: Reply with quote

I really like the loadout settings

Keeps the loadouts at a reasonable rate.

As It stands, I have to start out with slightly reduced stamina to have a reasonable amount of mags but I think that's fair considering it's meant to be played as a team and not solo.

Great work stink.
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Alo_08[JgKdo]
INFanterist


Joined: 22 Jan 2008
Posts: 58
Location: Coop

PostPosted: 2008-04-27 08:41:12    Post subject: Reply with quote

Carpetsmoker wrote:
Normally I use 11 5.56 mags (G36K, HK416, FAMAS, etc), and in some rare exception 16 mags, in addition I have a Mk23 with 3 mags and 6 grenades.
I use the same loadout when playing alone or with more people.

I think I ran out of ammo once, maybe twice.

So stop saying it's impossible, because IT IS possible.


But how often did u need to spawn...

Try one map, onetime spawn with your loadout and you will fail - because you will run out of ammo...

Btw some other ppl like to play some other weapons, like m203 or other attachments. They have a bulkproblem now.
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EGM<P>



Joined: 17 Feb 2008
Posts: 136
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-04-27 15:56:11    Post subject: Reply with quote

hmm it is possible with a barret with 15 mags a udar with 50 rnds and a few nades 4 to 6 and Nv gear.
the barret takes one hit on a skaarj to kill it, if they line up you can even kill more than one Smile
i used it in cqb looking over the scope and messed up an army of skaarj that way in a heavily invested map.
i even killed titans with two shots, amazing


Last edited by EGM<P> on 2008-04-27 16:02:22; edited 1 time in total
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EGM<P>



Joined: 17 Feb 2008
Posts: 136
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-04-27 15:59:39    Post subject: Reply with quote

about the spawning of mr carpet, i think he spawned 50 times per map or so Very Happy
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-04-27 16:54:47    Post subject: Reply with quote

Carpetsmoker wrote:
AK Drum and MG mags should be more heavy, 2 for drums and 3 (or 4?) for MG.
...
And maybe increase bulk for 40mm grenades to 2? Not sure about that...


Given a M249 box has 200rds of ammo (that's more than in 6 STANAGs) I suppose a bulk of 5 would seem more approriate for MG ammo.

And the 40mm would be more realistic using 0 bulk, after all standard combat load for a US Army grenadier is 24-26 40mm nades in addition to his 210rds of 5.56x45s.

Also it might seems a tad unrealsitic, BUT would it be possible to actually give the first box of MG ammo carried by non-MG user 0 bulk? That way you would encourage people to actually carry ammo for their squad MGs in every of their loadouts - I know this is kind of stolen from DoD (no, not Department of Defense, Day of Defeat.. and yes I played that back in University) but when you played MG back then people actually dropped ammo for you when you asked them. Right now there'd be no way in hell I'd carry a MG ammo box in any loadout at the cost of five precious 30rd mags..
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Chuckus



Joined: 22 Jan 2008
Posts: 36

PostPosted: 2008-04-27 17:03:49    Post subject: Reply with quote

I think we can get a lil reprieve for the mgs.

Since ammo conservation comes into play, I think its essential that MG guys get some leeway with their ammo considering they're supposed to be the only defence against getting bumrushed by 7 skarrj.

I think the loss of the ability to aim while running balances out the volume of fire they produce. UNless people are willing to carry minimi ammo or m60 ammo in their regular loadout, we should keep it at 1 per ammo can.
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 221
Location: Germany

PostPosted: 2008-04-27 18:09:24    Post subject: Reply with quote

Carpetsmoker wrote:
And maybe increase bulk for 40mm grenades to 2? Not sure about that...

IMHO 1 is good for a 40mm grenade compared to s STANAG.

Alo_08[JgKdo] wrote:
Btw some other ppl like to play some other weapons, like m203 or other attachments. They have a bulkproblem now.

My most used loadout is a HK416+M203 with 11 mags and 12 grenades, a Mk23 with 5 mags, 4 M67 and some other stuff.
Which results in a 50% stamina at start. It's at 100% when I have used up about 5 mags (or grenades).


I'll change the drums and cans bulk tomorrow since people are already playing on the server now.
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-04-28 06:04:54    Post subject: Reply with quote

Chuckus wrote:
I think we can get a lil reprieve for the mgs.

Since ammo conservation comes into play, I think its essential that MG guys get some leeway with their ammo considering they're supposed to be the only defence against getting bumrushed by 7 skarrj.

I think the loss of the ability to aim while running balances out the volume of fire they produce. UNless people are willing to carry minimi ammo or m60 ammo in their regular loadout, we should keep it at 1 per ammo can.


You're kidding, right? You mean it's OK to carry an M60 (=30 bulk, or a SIG551 with 15! mags) AND 20 boxes of ammo for it? 20 boxes of M60 rounds equals 2000(!) rounds of ammo - the BULLET weight alone (not counting the powder, casing, links and box) would be 19kg - that's an MP5 (~2.5kg) and about 50(!!!) mags for it, assuming 330g per MP5 mag. Assuming a cyclic rate of fire of 550rpm (that's about correct for the M60) you would be shooting all that ammo for ~218s on full auto (well, most probably the barrel would melt before youre finish..). And that's supposed to "reduce ramboing"?

Now please I can see what those modified bulk is supposed to to, but when people can carry around 2000rds of 7.62 ammo then I'd really need a better explanation why I can't carry around a MP5 with 15mags as secondary when I'm alone on the server - or I simply switch to MG, since I used "only" 10 boxes of ammo for my current MG loadouts - and I'm terribly paranoid about running out of ammo.
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-04-28 08:13:49    Post subject: Reply with quote

I (almost) never use the M60, but I do use the minimi on occasion, and I carry 5 spare boxes for it.
So that's a total of 1200 rounds, which is already much more than 200-450 which is what most people use for rifles.

When using 4 bulk/box I would have about half stamina with this same loadout, I just tested (and I could lose the grenades and a Mk23 Mag for some more stamina)

This looks about right to me ...
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Crazy_Karnickel



Joined: 23 Jan 2008
Posts: 50
Location: Germany

PostPosted: 2008-04-28 11:44:51    Post subject: Reply with quote

Carpetsmoker wrote:
I (almost) never use the M60, but I do use the minimi on occasion, and I carry 5 spare boxes for it.
So that's a total of 1200 rounds, which is already much more than 200-450 which is what most people use for rifles.


Ok, I like the M60 but never the less there are some points:

- U don't use a MG like a riffle - it's not build for aming or single fire. Its to cover! So the hit rate is much lower than the hit rate of a rifle. This means, u can't compare the needed amo for a MG with the amo for a riffle.

- M60 bulk 30. Bulk limit for full stam. 47 (48?) (and as allready discussed - in the current maps we need full stam. Wink ). With 4 bulk per box u can carry 5 boxes (500 rounds) and 2 frags. No backup weapon or other stuff... This makes the M60 very unattractive - but I thought a good squad need a MG?!!

- Even with the old bulk system just few people use MGs (there are obviously drawbacks in compare to rifles) - so we've more "rambos" with rifle! Wink

I think a bulk of 2 would be ok... Otherwise we won't have MGs soon!
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Ente



Joined: 12 Mar 2008
Posts: 7
Location: east-thuringia/germany

PostPosted: 2008-04-28 12:14:21    Post subject: Reply with quote

hmmm... if there is no MG in the squad I often take the squad-assistance-gunner-part at the moment... and I really try to SUPPORT !!!!! the squad and not just run and spray (this is NOT addressed to anyone special!!)

Minimi (5+1)
Socom (2+1)
3 M67
2 Clay
0 Bulk/runnig-out-of-ammo problems
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