Sergeant Kelly's mod IS 9.2
That's the version number of our mod, Ballistic Weapons is still lat v2.5 :P
Sergeant Kelly's mod IS 9.2
That's the version number of our mod, Ballistic Weapons is still lat v2.5 :P
Well we could give you complete silence and make you wonder if we're even active any more or not. :P
And your guys' support is much appreciated! We do it for you guys! And, well, kind of for us too. We like cool weapons too. :D
Make sure UT2004 is patched up to version 3369 and you have the ECE Bonus Pack installed.
That was the old version, the version that will be in game will have considerable improvements to the model in addition to a bayonet attached.
It launches one rather large cluster grenade that explodes into 6 small grenades for primary fire. For alt fire it somehow (I think its either magic or an in-barrel explosion) bypasses the main grenade to directly launch those 6 small clusters bouncing buckshot style.
Also I'm not really sure what you mean about its barrel not being large enough to launch one? This thing has a barrel quite a bit larger than a 12-gauge shotgun (and there are of course 12-gauge grenades in real life).
Sorry, but we got enough shotguns and not enough grenade launchers. :P
Its a grenade launcher. Cluster grenade launcher.
Haha, PUMA with laser bullets (hybrid bullets that somehow use more or less conventional means plus sci-fi trickery to make bullets of another flavor). I've been annoying the hell out of Sgt. Kelly last week for them. :P
Of course they were already planned, but that's besides the point. Just tell him you want MOAR LASER BULLETS. He'll love you for it.
Yep, pretty much.
This will be have quite a bit different. The carbine is a considerably more compact weapon with a more manageable recoil and handling.
This is mostly a precision weapon and its grenades are primarily defensive in nature.
Thrown by hand will also double as a melee weapon and I think the thrown grenade will probably have a bit more options in how it detonates (maybe variable fuse) and its explosion's effects on players.
Ah, yes. We found these and they have all been fixed in the final. BTW, if you find any more bugs feel free to post them at runestorm.com, we'll be able to see them much quicker there.
Also, an AK of some sort is definitely planned for v10. ;)
Yeah, I've noticed this. I know of no fix but the next round they will spawn properly. So you'll pretty much be stuck with your team having a 1 point lead from the start. Other than that, JB seems to work nicely.
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.
Make sure ut2004 is patched up to v3369.
Serverpackages=BWBPRecolors3
For online plays.
Thank you! Its probably my favorite design so far.
Patch UT2004 up to 3369 and install the official bonus pack for UT.
Go under mutator properties for Ballistic Weapons and disable weapon Select UI. That should fix it. :)
You guys are back!
Despite many suspicions thrown out there about this mod, I always held on to the belief that this was not dead. I'm glad I was right and its good to hear that you guys will be working on some sort of release in the nearish future. :)
Theres going to be some awesome stuff coming out for this mod in the future.
Keep an eye on this one.
xavious_luthian
Casey joined
Modeler, animator, weapon designer.