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Go Back   The Unreal Admins Page > Forums > Front Page > Downloads > Unreal Tournament > Addons & Mutators

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Unread 26th November, 2012, 11:15 PM
nogginBasher nogginBasher is offline
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Join Date: Jun 2005
Location: Bristol UK
Posts: 125
Default FixWeaponBalance (I broke the sniper rifle on purpose)

~ FixWeaponBalance (3rd generation)

http://neuralyte.org/~joey/ut_releas...e_20121126.zip

Allows admin to tweak the damage dealt by various weapons. Now applies
changes *before* armor absorption. As a mutator, it should work for a
variety of gametypes, provided they process damage in the normal way.

Admins who are logged in can try "mutate help". The mod can be toggled with
"mutate fwb" and display live damage changes with "mutate fwbreport".
A summary of the current configuration is available on "mutate status".


There is a new feature bScaleSniperByDistance, which can reduce or increase
sniper damage according to distance-to-target. Within SniperPowerRange the
sniper does full or above normal damage, but beyond that damage is reduced,
halving in power every SniperHalflifeRange. This is a very significant
change to the weapon, but may offer some benefits for gameplay:

- Stops rewarding long-distance campers.
- Does not reward snipers who run away backwards from a fight.
- DOES reward snipers who jump in close to make the kill!
- It affectively turns the sniper into a close-range weapon, like most of
the others!

Note that adjusting the two range parameters mentioned will affect the
maximum damage possible at point-blank-range. Check "mutate status" to see
how your changes affect the "point-blank-range damage scale", which is what
the normal shot damage will be multiplied by if you are so close you are
touching the other player.

I have enabled 'bScaleSniperByDistance' by default, to encourage people to try
it out. Just set that config var to False if you don't want to use it.


There are a number of identical mutators:

FixWeaponBalance.FixWeaponBalance
FixWeaponBalance.FixWeaponBalanceZP
FixWeaponBalance.FixWeaponBalanceSiege

which differ only in their default configuration. So on a server with
multiple game modes you can use different mutators to apply different
settings.

The defaults for FixWeaponBalance leave all weapons at 100% normal damage (so
I hope you use PureStats for tickrate-independence!) except for the sniper
which has reduced damage according to distance.

The defaults for FixWeaponBalanceZP are intended for games with Zeroping and
normal weapons. They reduce pulse and minigun damage, to compensate for
PureStats being unavailable. There is also a fix for the crouching bug in
ZeroPingPlus103.

FixWeaponBalanceSiege contains defaults for zeroping non-hardcore Siege
games. Most projectile weapon damage is increased by 25% (semi-hardcore,
compensate for strong hitscan weapons) whilst minugun and pulse are reduced
(too powerful near superpros). Enforcer, sniper and ripper primary are left
unaffected. Damage done to buildings is unaffected.

If you think that's too much, try putting everything back to 100% but leaving
in the sniper distance dropoff and crouch bug fix. This will stop rewarding
campers/retreaters and instead reward snipers who *move in for the kill*.


Caveats:

I do NOT recommend fixing SniperHeadshotMaxDamage or
SniperBodyshotMaxDamage at 150 and 67, as this will also apply to *amped*
shots, which is probably not what you want!

Put the mutator early in the chain (before any other damage mutators), but
*after* the ZeroPing mutator!

There are two "ugly" bits of code. The double-call to TakeDamage is needed
to pick up the Instigator before applying damage, it's filthy but works!
The bExtraCheckForPlayerSpawn is a workaround for a bug in Siege gametypes
where ModifyPlayer() is not called. This might be improved, so suggestions
are welcome.


NewNet/UTProMod is also attempting to rebalance the weapons:

http://www.prounreal.org/forums/view...2b24a6345777bd

Alternatives? Another idea to rebalance weapons might be to change their
re-fire time. That could be a separate mutator called WeaponsOverheat.

Also see NerfAmmo...


Here are the default configs:

Code:
[FixWeaponBalance.FixWeaponBalance]
bEnabled=True
bLogging=False
bAdvertise=True
bExtraCheckForPlayerSpawn=False
TriggerExtraSpawnCheckItem=enforcer
bUseMagicMethod=True
bAnyoneMayToggleReporting=False
bLiveReports=False
bReportDamageReceived=False
bReportUnchangedDamage=False
bKeepHeadshotsInAllModes=False
SniperHeadshotDamageScale=1.00
SniperBodyshotDamageScale=1.00
SniperHeadshotMaxDamage=9999
SniperBodyshotMaxDamage=9999
bScaleSniperByDistance=True
SniperHalflifeRange=1024.00
bCalcDamageScaleFromRange=True
SniperPowerRange=320.00
SniperMinDamage=12
bFixCrouchingBug=False
RocketDamageScale=1.00
RocketGrenadeDamageScale=1.00
BioDamageScale=1.00
EnforcerDamageScale=1.00
MinigunDamageScale=1.00
ShockPrimaryDamageScale=1.00
ShockBallDamageScale=1.00
FlakPrimaryDamageScale=1.00
FlakSecondaryDamageScale=1.00
PulseDamageScale=1.00
PulsebeamDamageScale=1.00
RipperPrimaryDamageScale=1.00
RipperSecondaryDamageScale=1.00
RipperHeadshotDamageScale=1.00
MeleeWeaponDamageScale=1.00
UnknownWeaponDamageScale=1.00
bAdjustBoost=True
bOnlyAdjustBoostDownwards=True
Code:
[FixWeaponBalance.FixWeaponBalanceZP]
bFixCrouchingBug=True
//// Reduced power to compensate for zeroping
SniperPowerRange=256
MinigunDamageScale=0.78
PulsebeamDamageScale=0.78
Code:
[FixWeaponBalance.FixWeaponBalanceSiege]
bFixCrouchingBug=True
bExtraCheckForPlayerSpawn=True
// Raise sniper power (semi-hardcore)
SniperPowerRange=480
// Other weapons at 125% (semi-hardcore)
RocketDamageScale=1.25
RocketGrenadeDamageScale=1.25
BioDamageScale=1.25
EnforcerDamageScale=1.00
MinigunDamageScale=0.6
ShockPrimaryDamageScale=0.90
ShockBallDamageScale=1.15
FlakPrimaryDamageScale=1.25
FlakSecondaryDamageScale=1.25
PulseDamageScale=1.25
PulsebeamDamageScale=0.5
RipperPrimaryDamageScale=1.00
RipperSecondaryDamageScale=1.25
RipperHeadshotDamageScale=1.00
MeleeWeaponDamageScale=1.10
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