Adds a variety of magazines and a loadout system. Read description for more info.
THIS VERSION IS DISCONTINUED. FOR 1.5.0 RC SEE HERE: LINK
Video preview:
- This addon is not fully tested, expect missing stuff and crashes.
- Put requests and crash reports down below, and use pastebin to post big logs files. Also don't forget to describe how the crash happened.
FEATURES:
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Installation/Uninstallation
- Works with existing saves.
- To uninstall, remove the ammo from your mags. Save the game. Delete '\gamedata\scripts\wuut_mags.script' (ui_item.script and ui_wheel_ammo.script). The mags will be still in the game but new mags are not created after this and you can reload as before.
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Ammo wheel
- Works with magazines, the first round you put into an empty mag determines the ammo type of the mag.
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How to unjam a weapon
- On pressing the reload button with a jammed weapon, the magazine inside will go into inventory, after that you can press reload again to unjam and reload the weapon.
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Loadout
- Current loadout for light, medium, heavy and scientific outfits can be changed in "gamedata\configs\items\wuut_loadout.ltx"
CURRENTLY KNOWN ISSUES:
- Underbarrel grenade launchers are problematic, put your gun in normal fire mode before you change locations.
- Slides and charge handles are sometimes in forward position during reload.
Changelog:
- 0.1 Initial realease
- 0.1.1
- Hotfixed a bug where an empty magazine caused a CDT on reaload.
- 0.1.2
- Corrected Groza magazine and discription file
- 0.1.3
- Reworked the reloading functions.
- Magazines are now attached at the end of the reloading animation.
- Fixed pistol slides.
- Fixed ammo eating bug during reloading animation.
- 0.1.4
- Fixed missing magazines for VZ.61 calibre 9x18
- Fixed bad calibre config for 7.62x54 7h1 (SVD and other snipers)
- 0.1.5
- I got over the rest of the pistols and MP's, they are tested now. I fixed the mag descriptions and functionality.
- 0.1.6
- This is a prelimenary update. I didn't finish to check every weapon before the new mag icons arrived. Some are still missing, But you should have at least a replacement icon. Report you find some mags without icons.
- Fixed bug with reloading where the wrong mag was inserted. Non empty mags have priority now.
- Fixed some other 2 bugs related to reloading.
- Maximilyan did alot of the mag icons, so big thanks to him.
- Removed the free AK mag when leaning.
- 0.1.7
- Fix for jamming weapons is implemented.
- I had some rare, random crashes while reloading a jammed weapon, this is hopefully not related. Further testing will show.
- On pressing the reload button with a jammed weapon, the magazine inside will now go into inventory, so you can press reload again to unjam the weapon. Not the best solution, but better than nothing.
- Various mag icons, descriptions and functionality fixed for following weapons:
- AKS74
- FN FNC
- RPD
- PKP
- PKM
- RPK
- L96A1
- M98b
- TRG-42
- Currently known issues are listen above, make sure you read them before posting a bug.
- 0.1.8
- Fixed grenade launchers, they should reload and fire as usual. Due to lack of time I only tested the SCAR with M203.
- 0.1.9
- Fixed a rare crash when unjamming/reloading a gun without magazine.
- 0.2.0
- Stalkers will now drop a magazine on death.
- Traders have thair inventory updated dynamically. They should sell mags for every weapon they sell.
- 0.2.1
- Hotfixed bad trader detection.
- 0.2.2
- Fixed crash during fire fights caused by a corrupted weapon on NPC.
- 0.2.3
- IMPORTANT FOR EXISTING SAVES:
- For this patch to apply you have to unload all your mags in inventory or stash while using the old version 0.2.2.
- After this, save the game and apply this patch.
- In case you already installed this patch, there is a backup folder with the old 0.2.2 script, use it to roll back.
- Added space based slots/pouches.
- Small mags can fit into small, medium and large pouches.
- Medium mags can fit into medium and large pouches.
- Large mags can fit into large pouches only.
- Priority takes the smallest size first.
- Added possibility to set the slot amount for every outfit
- Not set outfits will assume default values.
- Both can be configured in "wuut_loadout.ltx".
- Stashed items can't be added or removed from loadout.
- Fixed mag/ammo duplication when attaching or detaching scopes.
- Fixed crash when using homemade buckshot.
- 0.2.4
- Fixed a crash when reloading guns that are not magazine-fed.
- 0.2.5
- Magazines will update fill indicator right away.
- 0.2.6
- Fixed rare crash when hovering mouse over ammo.
- 0.2.7
- Fixed a crash when interacting with magazines while wearing a scientific outfit.
- 0.2.8
- Fixed a bug that caused the ammo found in on looted weapons to be always max.
- 0.2.9
- Dragging mags on slotted guns should attempt to reload them now.
- Removed "unload ammo" button from empty mags.
- 0.3.0
- Fixed a bug with number interpretation.
- Fixed a rare crash related to old data format.
- 0.3.1
- Fixed a bug that caused lua scripts to lock-up and never process magazine data.
- 0.3.2
- Removed the "unload" button from non magazine fed guns.
- Added functionality for ammo wheel. Now its possible too load a magazine using the ammo wheel. The first round you put into an empty mag determines the ammo type of the mag.
- 0.3.2.1
- Hotfixed a crash when creating new game.
- 0.3.3
- Fixed a bug where ammo in the current gun didn't update correctly after searching a stash.
- 0.3.4
- Fixed a bug with underbarrel grende launchers, they can be used normally again.
- Fixed ammo eating bug when reloading a slotted and holstered gun.
- Fixed a bug where reloading a magazine would stop. Thx to madgamer98.
- Fixed ammo wheel malfunction, double press ammo wheel forced the weapon to reload.
- Added magazines for "OTs-02 Kiparis"
- Added missing magazine icons and updated existing ones.
- 0.3.5
- Fixed AKS74 mag icon.
- Added mag for HK-417.
- Fixed mags for Type-63.
- Added corrections of mag descriptions done by user Josua862. Thanks alot for that.
- 0.3.6
- Fixed issues with under barrel grenade launchers. They should work propertly from now on.
- 0.3.6.1
- Rolled back to 0.3.5 to prevent a bug I am currently working on.
- 0.3.6.2
- Added extended magazine descriptions and russian descriptions by di_djon
- Added weight calculations for magazines, can be disabled with MAGAZINE_CALCULATE_WEIGHT. The magazine in the weapon is excluded from weight calculations due to script limits.
- Removed debug messages.
- 0.3.6.3
- Hotfixed a bug with mag weight calculations
- 0.3.7
- Fixed the ammo eating bug (hopefully the last time)
- Fixed some occurrences where magazine weight was not calculated
- 0.3.7.1
- Added some russian localisations
Ultimate Anomaly addon
I'll keep an eye on this from now on.
Will try this later today, when I arrive my home.
NICE !
Please make it optional to use mags/clips/ammo belts straight from the backpack.
It's awesome !
I had made the idea on the forum but did not necessarily think of something as successful.
It will add a lot of intensity and realism to the way of apprehending the game.
Very good idea and great work, good luck for the future.
PS: I'll have to learn how to "merge" a DDS file to keep ammo differentiation: Moddb.com
i gonna to translate your .xml files to french and i will add it to my french translation patch, nice magazine idea bro, dont stop and done it :p
Hey, thanks. You may wanna wait with the translation for a week or so. I am still in the process of updating. Also there is not much to translate, just the weapon and calibre name, you might as well do it from scratch.
yeap i seen then you was in the process :p so i added for the moment your file without translation, i'm waiting your final .xml file. Anyway my addon is already compatible with yours :p
There's a bug with magazines in stashes. When you put two of the same mags in the same stash, leave, and then come back, the magazines have stacked on top of each other on the same slot, and all are taken when loaded into your gun.
Amazing mod. Keep refining this, I'll be following!
That would be great, but this addon need unloading vest system and something like pop-up menu for magazine loading, then tracer ammo can be added (for tactical purpose).
Keep it up!
Awesome! I was waiting for it to come to Anomaly. One thought tho... Would you be able to make this work with the Boomsticks & Sharpsticks mod? Making the magazines mod work with it would be a dream.
Don't those guns use standard ammo magazines? IIRC there's an AK, an VSS and couple more things. Shouldn't be difficult to do.
HELLLLL
YEAHHHHHH
THE LEjEND IS BACK
XD Hey Dalabak. Nice to see you here on the anomaly side of things.
I have problem / glitch.Im started new game, and i take unloaded magazine, every inventory opening the magazine duplicates himself!
Hey I just updated the mod with some bugfixes. Check if you still have the problem with the 0.1.3 version. I also can't reproduce this bug. Can someone else confirm this?
Do you think you could make this compatible with HD armor icons?
Most likely yes. In the first week I priorize bugfixes and addition of missing icons and text. When that is done I can look into requests like this one.
Also I get a CTD when I drag and drop a loaded magazine into a pistol in my inventory, and then drag the pistol to to a weapon slot
which pistol? Also can you provide a logfile?
Starting PM
Paste.gg
Also is there currently any way to buy magazines? I seem to loot bodies or walk or them only for random magazines to appear in my inventory
Thx, unfortunatley I could not reproduce the crash. I did unload the PM then dragged in the mag inside and then dragged the PM into a slot. No CDT for me.
There is no way of buying magazines right now. I will make something regarding this later. But you can use the debug spawner section "Ammo" to spawn in some.
ah alright. Also the crash did not happen again so I'm using this, no other problems, besides when you buy a new weapon, the ammo count is 0 but when you eject the mag it becomes full
It seems that
version 0.1.5 requires a new game.
Wooow nice job <3
Is it possible that you could at least make it so you have a chance at looting mags for the guns you are carrying (or any mags other than standard AK) from bodies?
Yes, later on. New magazine icons are already in the works. Once this is done I will populate trader lists. Just wait for it.
One thing I was wondering with this addon, is that shouldn't there be standardized magazines?
Like for 5.45x39 AK's the mag should fit all of the variations.
But, this is just a suggestion, good work on the addon!
They are standardized. At least it's the idea. If you find any non fitting magazine, report here.
Very excited to see this mod stable. Thank you for your work!
That mod is a gem, we need that implanted in anomaly
Keep going, its great!
Is it compatible with the recent Hotfix?
Im playing with it with the latest hotfix, no problem. It play as the author said.
Had two mags in loadout and they stacked in a container. Then i right clicked and when to click on remove from loadout, game crashed. Nothing in the log.
When do you wager this will be in a proper, playable state? I'm looking to start playing Anomaly again, but there's no way I'm playing without this gem.
EDIT: Additionally, do you know how long it will take you to implement the new slotting system?
No intention to stress you out. I love your work and I don't wanna play Stalker without it. I just wanna know if I should wait for the new update or start right away.
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What are you gonna do about ammo type like FMJ or AP. How can i select a mag with the ammo i want ?
It seems that you can load various rounds of ammo into a single magazine. SO it's a matter of loading an entire mag with FMJ or AP rounds for example. Then I guess you can either switch mags by reloading or dragging that specific mag into the weapon.
I know you can load different ammo in a mag. What i want to know is if i have one loaded with FMJ and one loaded with AP, how can i chose, lets say in a fight which one i want like when you select with the wheel ammo selector.
I believe you'd want to open your inventory and drag the specific mag into the gun in that case.
And how do you know which mag to take in your inventory when you have like 3-4 of them and that some are FMJ mag and the other AP mag ? And Remeber you are in a fight a this moment, do you have time to check them ?
I beleive the only option in this case is to memorise their location in your inventory relative to each other.
Thats currently the case and I dont want to bloat up the UI with times 9 the mag amount. But later on it should be possible to use the weapon wheel to priorize mags with ammo variations, because currently is useless anyway.
Also huge problem when reloading gun, say i got one full mag, one empty mag in inventory and one in the gun. When i reload the gun. The empty mag take priority on the loaded one. Which lead to my death alot. Because the gun load an empty mag.
Edit: Sorry if i write alot of stuff.
Edit 2: I rectify what i said once you have two empty mag in inventory that are in loadout and even if you have 10 loaded one. The loading of the gun take priority on the empty mags. Once i have two empty mags the gun always reload with an empty one, its an endless circle.
I will make a patch later on, so it priorizes non empty mags.
If i may, it need to prioritize the mag with the most ammo in it. because i dont think ppls want to reload with a mag that only has a couple of bullets in it.
I like it, honestly it's something I have been looking for. I'll have to keep an eye out when the bugs are worked out.
This literally is the one thing I felt like Stalker was missing. For how ruthless it can be with you surviving the Zone there is no logical reason to not have actual magazines as an item. You are a Saint walking among us.
Can I use this alongside Boomsticks & Sharpsticks? If yes, those weapons would just use their respective ammo instead of magazines..?
Edit: Sorry for double post.. I wasn't logged in
If you can merge the UI files without conflicts, then yes. If the script can't find any valid mags in the DB it just assumes native reloading with just the ammo.