Hello Friends,
One of my favorite default Mutators is the Volatile Ammo mutator - it just adds such a neat dimension to gameplay.
The thing is... OldSkool Amp'd is not compatible with it!
Is there any chance of getting OldSkool updated for compatability with Volatile Ammo?
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Volatile Ammo for oldSkool
Moderator: Buggie
- Victor Delacroix
- OldUnreal Member
- Posts: 611
- Joined: Sun May 21, 2006 2:16 pm
Re: Volatile Ammo for oldSkool
Or, an Oldskool variant of VolatileAmmo would do nicely!
- Leo T_C_K
- OldUnreal Member
- Posts: 3673
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Volatile Ammo for oldSkool
Yea, I assumed that's what this thread meant anyways.
- medor
- OldUnreal Member
- Posts: 343
- Joined: Sun May 17, 2009 7:19 am
Re: Volatile Ammo for oldSkool
oups
Last edited by medor on Wed Jul 14, 2021 6:35 am, edited 1 time in total.
- Leo T_C_K
- OldUnreal Member
- Posts: 3673
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Volatile Ammo for oldSkool
Medor, I believe he has those already *clears throat*
Its just he'd like an oldskool variant i guess, that'd replace the unreal/oldskool ammo with new volatile types.
It should be easy to make however if you base it on the existing code and only adjust it for the other classes and have it spawn oldskool projectiles and effects instead.
Its just he'd like an oldskool variant i guess, that'd replace the unreal/oldskool ammo with new volatile types.
It should be easy to make however if you base it on the existing code and only adjust it for the other classes and have it spawn oldskool projectiles and effects instead.