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Posted Hide Post
someone said the pistols shot slow...well look around the .INIs and its in there - though its only a server mod - a hsot can set it up so everyone has quicker pistols - even the AI - any change you make to the weapons the AI get it as well
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
bump
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
bump

ive re-edited them to be a lil more realistic...just some minor tweaks most wont notice
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
That would probably explain why I was playing on a server and had a 100 round magazine for my G36C. Thought I may have taken a MG36 instead, but when realising I had 39 grenades something seemed fishy :P
 
Posts: 0 | Registered: Fri January 12 2007Reply With QuoteEdit or Delete MessageReport This Post
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yeah somepeople take a lil too far...you really dont need more than 9 at the start...even for TH
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of OFPN_Shadow
Posted Hide Post
quote:
Originally posted by dfmafia:
i took away the unlimited ammo for pistols - 8 mags now

Can you please explain where you did this?
I'm looking to put a mag-limit to the handgun mags for SP-play.
 
Posts: 728 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by OFPN_Shadow:
quote:
Originally posted by dfmafia:
i took away the unlimited ammo for pistols - 8 mags now

Can you please explain where you did this?
I'm looking to put a mag-limit to the handgun mags for SP-play.


KellerWeaponsConfig.ini

look for lines:

m_iDefaultAmmunitionNormal=200
m_iDefaultAmmunitionVeteran=200
m_iDefaultAmmunitionElite=60
m_iDefaultAmmunitionMP=200
m_iMaxAmmunitionNormal=200
m_iMaxAmmunitionVeteran=160
m_iMaxAmmunitionElite=120
m_iMaxAmmunitionMP=200
m_bUnlimitedAmmo=false

the values are the rounds - it takes a bit of math - above is the MK23 which has a round count of 12 in normal sized mag...now how many mags you want to start off with (x) times the rounds in normal mag (x*12=) - so you want 8 mags then you would 8*12=96 MaxAmmunition

normal is normal and elite is realistic (SP and Co-Ops)

MP is multiplayer (ie. adversial)

make sure unlimited ammo is set to false if you wan to limit the ammo on your server
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Masterp1an:
That would probably explain why I was playing on a server and had a 100 round magazine for my G36C. Thought I may have taken a MG36 instead, but when realising I had 39 grenades something seemed fishy :P


lol
 
Posts: 502 | Registered: Mon February 17 2003Reply With QuoteEdit or Delete MessageReport This Post
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Bah dnt like this much.
Frags are supposed to be a rare luxury.
Six is just too many and only encourages nade spamming for cheap kills.
 
Posts: 0 | Registered: Sun January 14 2007Reply With QuoteEdit or Delete MessageReport This Post
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FYI the latest patch (v1.03) did not affect the .INIs - if you adjusted them they were not affected

also i noticed no PB conflicts atm (hosting only - i dont join others when i host my own)
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
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bump since people still havent figured out how to use SEARCH check for new posts past page 1
 
Posts: 161 | Registered: Fri August 02 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of OFPN_Shadow
Posted Hide Post
Thanks for the explanation, dfmafia Smile
 
Posts: 728 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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quote:

im still looking to get 6-8 player Co-Ops but no luck there


I still believe this is a vital feature... I have 6 friends for a LAN party and we have to play on 2 servers? I hope you can find a workaround! Keep us posted...
 
Posts: 31 | Registered: Sun March 21 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of RLCSeMPeRFi
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Not going to happen without the editor or SDK.


http://www.RaVeNLaNCLaN.com
Home of the ßë§TöFTHëßë§T*cLä§§ïc*MöЧ* servers

nØØb§ pØØn3d
 
Posts: 1431 | Registered: Tue March 07 2006Reply With QuoteEdit or Delete MessageReport This Post
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Actually after reading this thread, I will make a few points, thier are some things you guys are doing that will in fact work in MP. That is why we are about to release a slu of cvar checks to counter. we already have working cvars to shutdown the kellerengine.ini exploits and have around 480 checks to stop the weapon mods that are being exploited in MP. Yes alot of what is posted only works in SP or hosted Serverside, but then again alot of exploits do work in MP as well. we will have a public release of CVAR checks out by the end of the week.




[color=#CC0000]"Who Smelt it! Dealt It!"[/color]
www.respectedadmins.com
 
Posts: 22 | Registered: Tue January 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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