EXUMPWeapons - Quality of Life/Updates for EXU2

For public discussion of all things EXU2.

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jaypeezy
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EXUMPWeapons - Quality of Life/Updates for EXU2

Post by jaypeezy »

Hey, you! Yeah you. (You know who you are).

Like excessive unreal 2? Think it's too damn hard? Some of the bugs irked you too much?

I took it upon myself to release a minor patch that will fix some of these problems. A non-exhaustive list of these includes:
- Fixed 3rd-person Quadshot model for the EXUShotty (Thanks to Marco/dots for allowing me to use the ported 227 quadshot model!)
- Many weapons like SK6, LRPC etc. were moved into a valid weapon slot (previously, assignment to invalid weapon slot produced Accessed None's repeatedly)
- Shitgun pentapower is now fixed, does not spawn burster brutes upon detonation of canisters

In addition, I've thrown in a new mutator exumpweapons.exucoophelper that can be used in SP and practice sessions to give players a bit of a helping hand, by spawning with armor and the full EXU loadout!

Get it here:
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Sat42
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Re: EXUMPWeapons - Quality of Life/Updates for EXU2

Post by Sat42 »

Sounds pretty sweet, thank you for the update! will test the mutator as I can use the helping hand :)
Nali: Magic or Telekinesis
Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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