Ballistic Weapons replaces UT2004's wepaons with a batch of new, realistic, high quality weapons using an enhanced weapons sytem with reloading, aiming, firemodes, improved damage behaviour and much more to give the game a more tactical style. All the items have also been replaced and the mod uses totally original sounds and effects. The entire mod is implemented through a mutator so it is compatible with all gametypes and many different mods. It also comes with a melee mutator to play using only the melee weapons. Decent bot support has been included, allowing the bots to use all the new weapons. The mod has also been designed to be very mod friendly so as to serve as a base for other mods allowing most features and systems to be implemented using just the default properties of new weapons. A manual is included with the mod as well.
Oh yeah, it's finally here!
the full version!!
Need entries to UT 2004.ini for multiplayer.
How im gonna play dis with my friends heh?
Serverpackages=BWBPRecolors3
For online plays.
This mod is like a drug. You put it down for a while, then all of the sudden you get that itch beckoning you to play it some more.
Indeed, its a good awesome addition to BW.
I love this mod, but when i enter the "reloaded" console command to get all weapons with full ammo i get this error:
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3311 MHz with 4077MB RAM
Video: AMD Radeon HD 6900 Series
Ammo_Pineapple ONS-ArcticStronghold.Ammo_Pineapple (Function Engine.Inventory.OwnerEvent:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (AM67Pistol ONS-ArcticStronghold.AM67Pistol, Function BCoreV25.BallisticHandgun.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Arctic Stronghold <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
It obviously has something to do with the pineapple grenade, and it happens on all levels so what should i do? Delete everything associated with it?
That is actually a problem with UT2004 having too many guns to handle. Since 'reloaded' gives you every single BW gun possible, the UT2004 engine freaks out and crashes to the desktop.
So is there any other command i can use to give the bw guns?
Try Loadout mode or Arena, both let you choose which weapons you spawn with. I personally summon the weapon pickups but that requires knowledge of the class names.
From where do i get Loadout mode from ?
nvm found it
Question for Sgt Kelly - what are the suggested swapping settings for those new weapons? I know that fists and blades go for shield gun but what about stuff like CYLO, ECV and Photon Rifles?
Many of the weapons can fill various roles. I generally put energy weapons like the HMC and A73 in my link gun slot while putting the assault weapons (CYLO, LS14, shotguns) in the Shock Rifle slot. I usually stick the Bulldog with either rockets or miniguns. Super weapons like the SKAS-21, EVPC, and golden glock usually go in the Redeemer category. :)
I find the prototypes of this weapons.
Here is the link:
Dc108.4shared.com
Error at match start crashing the game
UT2004 Build UT2004_Build_[2004-03-03_02.42]
OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2100 MHz with 2047MB RAM
Video: NVIDIA GeForce 9600 GT (8026)
General protection fault!
History: UObject::ProcessEvent <- (BallisticPawn CTF-Colossus.BallisticPawn, Function BallisticV25.BallisticPawn.PostNetBeginPlay) <- ULevel::SpawnActor <- (BallisticPawn) <- UObject::ProcessEvent <- (Game_BallisticCTF CTF-Colossus.Game_BallisticCTF, Function UnrealGame.DeathMatch.PendingMatch.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=2) <- TickLevel <- UGameEngine::Tick <- Level Colossus <- UpdateWorld <- MainLoop
Make sure ut2004 is patched up to v3369.
Dear Diary,
...Happy Birthday to me. :D
I've been waiting for this for a LOOONG time Sargent Kelly! XD Thank you sooo much for making these! Going to download ASAP and try them out! XD
I am a bit curious however about something. I ticked the new weapons in the "Loadout" section of the mutator, but when you're doing DM matches normally (Not Ballistic Loadout/Arena), it still only gives you the weapons from 2.5 Complete. How... exactly do I get these weapons to work with the random loadout selection?
What do you mean random loadout? To make them show up in Ballistc Swap make sure you set up the weapon replacements in the mutator tab. The loadout tab only affects weapon availability in Loadout.
It is patched up to the last version. The only way I can access the new weapons is via Ballistic Loadout.
What you probably want to do is edit the "Swapping" menu. That controls what guns you start with and which spawn on the ground normally.
Below are my personal choices.
Shield Gun:
- X5W Blade
- Fists
- NEX Plas-Edge
Assault Rifle:
- A49 Blaster
- GRS1 M-Pistol
- RS04 Pistol
- MR-DR88 M-Pistol
- Sawn-Off Shotguns
Bio Rifle: (Normally just grenades, but I put heavy pistols here)
- AH104 Pounder
- AH208 Eagle
- G28 Med Grenade
- XM84 Tech Grenade
Shock Rifle:
- CYLOs
- SRS M2
- LS14 Laser
- M30A1 Rifle
Link Gun:
- A73-E
- HMC-117 Photon Cannon
Minigun:
- Bulldog Assault Cannon
- XMB-500 Minigun
Flak Cannon:
- Coach Gun
- M781 Autoshotgun
- XM300 Nanoblade
Rocket Launcher:
- HV Plasma Cannon
- Bulldog Assault Cannon
Sniper/Lightning:
- R98 Hunting Rifle
- X83A1 Anti-Materiel
AVRIL:
- SM-AT/AA Recoilless
Redeemer/Ion/Target Painter:
- EV Plasma Cannon
- GRSXX M-Pistol
- The Golden Gun
- SKAS-21 Super Shotgun
- LS-440M Instagib
I got a trouble with the weapons aren't got the pro aiming because when I aim for exemple, with the sniper without the scope, when I walk , the aiming get off and when i retry to aim when I walk, it do the samething and the option disable aimig when walk/jump doesn't work so please help me !!!!
No for everybody got the same trouble, use only Ballistic Weapons Deathmatch or all of the Ballistic Weapons Games Modes don't use the pro or the normal deathmatch with the mutator!!!
I'm not exactly sure how to go about doing that. I ticked the checks on all starting weapons, but still you only spawn with the weapons from 2.5 Complete. XD
Kelly, do you already working on version 10 of the weapons?
Okay. Well now don't I feel dumb. XD Finally figured it out; thanks Sergeant. XD Though, I do have a bug to point out, a rather bad one. Beautiful sniper rifle. The "X83A1 AM Rifle." Problem though... well... the rifle was made so you could "crouch down" and take a shot. Problem is, if you use the crouching feature of this gun... you take damage. Or worse... it kills you.
That's not supposed to happen is it? XD I've tried getting as far off as I could to a cliffside to see if maybe it was some kind of terrain issue, but even then it stills kills you. XDD
Haha, yeah that is definitely not supposed to happen. We're looking for ways to fix that in V10. It only seems to be killing me if I fire immediately after mounting though.
ok maybe i am very dumb but could somebody please tell me how to install this probably?
Just unzip the file (Winrar, or 7-zip work great), then drag the contents of the folder to your "Unreal Tournament 2004" folder; go ahead and copy over any files (They won't overwrite anything, it's just adding the new files and content), then you're done. Might want to follow what the Sergeant said above, as well. :P
Glad I could be of service, somehow. XD It doesn't really matter how long you stay crouched/mounted... least on my end anyway. Out of random curiosity, Sergeant..
(Though the T-1 Energy Sword is still a pipe-dream. I'd make one myself, but I know zilch about weapon modding.) How about... more melee weapons perhaps? Anymore of those being thought up? Or something I've been dying to see; Contra-style weapons? Sort of like the ones the characters from "Hard Corps Urprising" use, but more original. :P Always did like the "bulky"-type weaponry. Still, could be a minigun-styled weapon like the CYLO sets? XD Rifle/Shotgun combo is what I love about that gun in particular. Why? I like AR's, and I like Spread-based weapons. XD Saves me the trouble of switching with just this one gun, but.... the ammo capabilities...
With the contra-styled weapons, I'd figure they'd have... a slew of ammo. Not so great-an-aim when walking though. One thing I love about the Personal Minigun.
...Oooh, or maybe Arm Cannons? :D
Brilliant pack, favourite gun has to be the Bulldog assault cannon, way too badass
only problem with it is every time i add the weapons in the ballistic swapper menu (which takes ages) it works for when i play a series of matches, but as soon as i leave and play again, the swapper defaults back to use just the ballistic weapons. Even if i try and save the config, every time i swap back to the config i used to set these weapons on, it shows up on the menu as blank weapons for everything (i.e. no weapons from the right menu set to replace weapons from the left menu)
tl;dr my swap menu doesn't save my configurations
also apparently there's a surefire method where you add the weapons with an .ini file, if someone would be so kind as to contribute one/explain how
What are the types of guns in ballistic weapons v9 or what are the summon codes for the ballistic weapons
I'm having difficulty adding these guns to my linux based server. I've added them to the directory. however, after updating ballistic.ini and running loadout the guns appear in the drop-down menu, but when i click on them they do not add to the inventory.
any help on this matter would be greatly appreciated.