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Just a fun gamemode to try different weaponry. Start with bolt action and bad pistols and earn better weapons, upgrades, and explosives with kills and objectives. Lifespan of dropped weapons is configurable but set to 0 by default to force the usage of the tiered weapons. Mag grab crates can be spawned for additional magazines and respawn points in survival. Points are gained per kill and on capture ticks and can be configured as well as how much points are required for weapons, upgrades, and explosives. By default the score is reset to the current tier weapon with no upgrades on death. This removes all random weapon crates in survival and resupply crates in checkpoint will give a new unupgraded weapon from the current tier. This is significantly harder in Survival.
There is no equippable weapons in this mod. Lowest tier weapons will be given on spawn and improvements earned in time
Spawns random improved weapons, upgrades, and fire support for kills in real time
Explosives have been modified for higher damage. Mines are throwable and triggered by infantry. If modifed explosives aren't desirable then use VanillaFrags=True, which uses vanilla explosives
Resupply grenade will spawn a mag grab crate that can be used for ammunition and additional respawn point for Survival mode
Adjusted carriers. Grenade gives you 5 grenade slots and a few minimal mags. Primary and secondary carriers give 2 additional frags as well. Secondary carrier also gives a few minimal mags for primaries.
6 tiers of weapons, with the first tier being improved secondaries.
After 6th tier of weapons is unlocked an additional primary slot will unlock and then fire support with no need for an observer
There is 1 tier of scopes that contains all toggleable scopes and single scopes < 4x
Character has a small configurable speed boost (1x-1.25x) and health boost (1x-2x)
Any scavenged weapon will have upgrades added once primary weapons are unlocked in tier2, but will be replaced by the next tier weapon when unlocked
Random weapon crates are disabled for survival. Only the mag grab crates that players can spawned are allowed
Full resupply from checkpoint crates will give a new random unupgraded weapon from current tier
For PVP modes using players vs bots you can use either of the following: Mutator=GunFrenzySec ->Forces Security to GunFrenzy loadout and insurgents to FullyLoaded loadout Mutator=GunFrenzyIns ->Forces Insurgents to GunFrenzy loadout and security to FullyLoaded loadout
Default configuration is below. You only need to change those that differ from what you want:
How many tiers of weapons to push player back on death in addition to losing upgrades for checkpoint mode. Default is 0
How many tiers of weapons to push player back on death in addition to losing upgrades for survival mode. Default is 0
If set to True, this will reset player points to StartingPoints on death. Default is false
If set to False, then players will not lose any upgrades on death and on respawn will be given weapons with upgrades already earned attached. This only works if bResetPointsOnDeath is set to False, as it has priority. Default is True.
How many points to award on bot kill. Default is 20
How many points to award on blowing cache. Default is 40
How many points to award when on point capturing per tick. Default is 10.
How many to cap player points at during capture. This removes the ability of farming points when bots are recapturing. Default is 80.
How many points are required before giving next tier weapon. Default is 200
How many points are required before upgrading the current weapon. Upgrades will be awarded between weapons. So using defaults an upgrade would be awarded at 240, 280, 320, and 360. A new weapon at 400 and an upgrade at 440, 480, 520, etc. Default is 40
How many points are required before giving player explosives, if slots are available. Default is 100
How many points are required before giving player both radio and binocs for calling in fire support. Default is 1600
How many points are required before giving player a second primary slot. This is only for scavenging and nothing will be awarded to this slot or upgraded from it. This enables a player to scavenge a bots weapons once they've unlocked all tiers and can have a backup weapon. Default is 1400
How many points should player start with and be given on reset if bResetPointsOnDeath is set to True. Default is 100
The max number of upgrades to make to a given weapon. Most weapons typically have up to 5 upgrades allowed at once in loadout. Default is 4.
Message to print to player when new weapon is given. Default is: "New Weapon Gained"
Message to print to player when explosive is given. Default is: "Explosive Gained"
Message to print to player when Fire Support is given. Default is: "Fire Support Unlocked"
Message to print to player when second primary slot is earned. Default is: "Scavenge Slot Unlocked"
If set to True this will print the players score to the text channel on every change. Default is False.
If set this will reset point to StartingPoints on round over. Default is True
If set to true, this will disable the ability to equip the high damage explosives and only allows the vanilla ones. The rewarded explosives will also be vanilla. They will still show up in the loadout menu, but unequipable. Default is False.
Mag Grab Crate Config Variables
If set to true, then the player will not be respawned at mag grab crates in Survival. Default is false
Maximum number of mag grab crates to allow to be spawned at a time. Once this is hit, the oldest will be destroyed. Default is 3.
How long the players will be respawned at the last objective before spawning at crates. Default is 25.0 seconds.
How many spawns at the last placed crate before randomly picking a crate to respawn at. Default is 1.
General Settings Overridden
If set to True, then the below bot count values will override the game settings set under the Checkpoint or Survival headers in your game.ini. This allows for a unique bot count when using GunFrenzy in checkpoint or survival, while keeping normal bot counts without GunFrenzy. Default is False.
Number of bot when in single player.
Number of bots when at max players.
Number of bots to add per objective at minimum player count. This can be a fraction so 0.5 would add 1 bot every two objectives. This override is only for GunFrenzy and will not affect vanilla. Default is 0.
Number of bots to add per objective at maximum player count. This can be a fraction so 0.5 would add 1 bot every two objectives. This override is only for GunFrenzy and will not affect vanilla. Default is 1.
Player health and speed override for easier gameplay. Set accordingly: 0 - 1.25x speed and 200 health. 1 - 1.1x speed and 150 health. 2 - vanilla with nothing overridden. 2 is default
Overrides the default time in seconds a dropped gun will be on the ground for before being destroyed. This is solely for GunFrenzy mode to stop players from looting overpowered weapons. Default is 0.1
Dropped weapon lifespan in seconds when any player has unlocked the scavenge slot. This enables player to pick up weapons after having unlocked all weapons and have an extra slot for a scavenged weapon. Weapon lifespan is still kept short. Default is 10
For respawns in Survival see Survival Wave Enabling. For alternate bot spawning scheme for lower player count and round progress see Scale Survival For alternate feel see FortuneSoldier, which is this but where supply gain is used so that players can choose all of their upgrades and weapons as they go.
Those looking for more control or debugging can use the following config values for additional control.
If set to True, this will pull all foregrips from the rotation. Foregrips require a respawn of the weapon. This is only for servers. Default is False.
Minimum mags to give for secondary weapons on magazine upgrade awarded. Default is 2
Minimum mags to give for primary weapons on magazine upgrade awarded. Default is 1
Chance of a drum mag to be chosen for a mag upgrade. Default is 0.2, so 20% of drum mag and 80% chance of extended mag.
This is how often (in seconds) a players status will be checked to see if they're still busy and not ready for an upgrade. Default is 0.1. PlayerNotBusyLength will check for 40 times at 0.1second interval is player is busy. If not busy for the 40 checks, then the upgrade/weapon will be awarded.
This controls how long to wait while player is not reloading, shooting, or ADS before giving upgrade. Default is 40, which corresponds to ~4 seconds.
Additional control to make point shooting more or less likely compared to optics. This is the probability of always choosing laser point shooting, if the upgrade slot is chosen and laser/optic have not already been equipped. Default is 0.6, which makes it reasonably likely when compared to optics. Reduce for less likely and increase for more.
If set to True, this will print the name of the upgrade awarded to the players screen. Default is false.
If true, then the following bold settings will be used instead of the default ones above for Survival Mode. These are the same settings as described above, but with Survival added to the end. bResetUpgradesOnDeathSurvival DroppedWeaponLifespawnSurvival DifficultySurvival StartingPointsSurvival
This sets the amount of time to force player to be re-given the same weapons at start. This stops players from resupplying until they get their favorite weapons. Default is 45.
When awarding new weapons this can be adjusted to reduce the number of mags a player by default gets. Default is 1, which corresponds to the number a player should hold with the carriers allowed.
Artillery upgrades are excluded for servers and local play for primaries, which are buggy in editor due to spawning them causing multiple issues.
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Reupload of shotgun tier swap
Now supports PVP, but this requires addition of two more mutators in order for bots to have vanilla loadouts.
GunFrenzySec/GunFrenzyIns, which sets player loadout to GunFrenzy and bots to FullyLoaded
Ambush now has vanilla loadout
Removed references to upgrades not included in vanilla game throwing warnings/errors on servers
Added a destroy all base detonators on cache blown so players don't use up an explosive slot for unused detonator
Fixed some extended mags never being awarded
RE-ADDED: Foregrip upgrades are back for servers! Unfortunately it is neccessary to respawn the weapon when they are awarded. Foregrips can be disabled using bDisableForegrips=True
-Edge case testing
-Value and player verification
-Removed unneccessary timers taking up server resources
Made magazine upgrades more valuable and not punish players who didn't realize their mag count was getting reduced when size upgraded. This also incentivizes the Secondary carrier more as well:
-Secondary mags give number of mags player had back, but with minimum of 2
-Primary extended mags get number of mags player had back with minimum of 1
-Drum mags are unchanged with 50% mags returned
Can't seem to get a workable fix for invisible weapons on servers so I'm removing certain upgrades for now. :(
Excluded foregrips, but only when running on dedicated server.
Made PrintUpgrades only for player who get them
Made MaxUpgrades ConfigVariable, which was missing previously and always assigned to 4.
Made clear invalid upgrades on failed upgrade to assure next one is valid
Added more debugging for troubleshooting missing upgrades
Added more missing upgrades for misc weapons: tracer rounds, AP rounds, AP tracer rounds, Quick Draw Holster, slug rounds, fletchett rounds,
Buff'ed the Welrod to make it more usable and not just a gag weapon. My apologies to any Welrod fanatics. Welrod now comes default with the greased bolt and does enough damage to 1 shot enemies in close to medium range.
Capacity query for mags returned inconsistent data on different mags so I went with the following:
Extended mag upgrade now gives the higher of (current mag count)-1 and 1
Drum mag upgrade now give the higher of (current mag count)/2 and 1
Added in a bunch more toggleable scopes
-Made old weapons be destroyed on new weapon given. This way if Scavenged is set to earlier, players won't get two upgraded weapons and the 2nd slot will still be for scavenging
-Removed secondary slot being available with no secondaries
-Redid magazine upgrades. Now magazine upgrades will upgrade all reserve magazines to new type. When Magazine slot is chosen, drum chance is 20%, extended chance is 80%. DrumMagChance=0.2 by default.
Mag count is adjusted based on number of bullets player had left with a minimum of 1 new mag being given.
-Added bPrintUpgrades for debugging. Defaults to false
-Reworked queue to for player not in firefight for 3 seconds straight. Can fine tune using QueueLoopTimer=0.1 and PlayerNotBusyLength=40
Removed underbarrel upgrades for the time being as editor bugs cause them to equip 2x and cause weapon issues when weapon removed.
Added additional settings for Survival to make it more feasible for low player count
Added some additional checks for players being counted correctly
ADJUSTED: Penetration Settings for Mine:
Set Wood Damage Loss per Meter to 2000 instead of 1000
Set Metal Damage Loss per meter to 3000 instead of 2000
Set Default Damage Loss per meter to 2000 instead of 1500
ADDED: DisableResupplyTime, which will always return the same weapon as spawned at the beginning for this many seconds. Default is 45.
FIXED: Bug where upgrades were being given to quickly in certain edge cases
Made primary weapon always selected on respawn
Added bResetUpgradesOnDeath to enable control of whether upgrades are lost on death. Default is True. ResetPointsOnDeath naturally has priority.
More adjustments for queue handling:
Makes sure all points after weapon earned are put towards upgrades. This matters when using larger points for cache increment or kills where a weapon and upgrade may be awarded simultaneously.
Now upgrade is set as follows on weapon earned.
UpgradePoints = total % weapon cost
Improvements to queue implementation:
ADDED: Enabled queuing of upgrades after weapon is queued
FIXED: Fixed queue of upgrades stopping one short of queued upgrades
CHANGED: Upgrades are now earned for the current tier weapon and will be cleared when weapon is queued
ADJUSTED: Reduce carry frag limit for grenade carrier from 6 to 4 and added +1 submachine gun mag
ADJUSTED: Added 1 submachine mag for secondary carrier to make it more feasible
FIXED: Fixed bug that gave 1 more mag than carriers would allow. Setting ReduceMagCount>1 will decrease further.
ADJUSTED: Increased Fireproof suit weight to 40 or 10 more than heavy
CHANGED: Remove grenade crates from checkpoint, since Resupply Crates are back
IMPROVED: If large amounts of points are rewarded at once, then with each cycle an upgrade will be added until maxUpgrades is reached or no more points
FIXED: Adjusted audio bug fix to include all weapons and not just those in the world at time of play
ADJUSTED: NumTiersResetCheckpoint=0 by default now
CHANGED: Adjusted default loadouts
FIXED: NewWeaponMsg no longer printed after all tiers given
ADDED: debug option for troubleshooting buggy weapons
ADDED: Forced loading of audio banks for all weapons
ADDED: All weapons that were having audio issues added back in
CHANGED: Made checkpoint crates not destroyed by default and made resupply give new unupgraded weapons from current tier
ADDED: Second DroppedWeaponLifespanAfterUpgrade=10, which sets a seperate dropped weapon lifespan once a player has reached the scavenge tier for picking up a second primary.
CHANGED: Changed default ScavengeMsg to "Scavenging slot unlocked!"
FIXED: Bug where normal RPG wouldn't be given with rocket
OPTIMIZED: Added VanillaFrags config and greatly reduced content size
ADJUSTED: Adjusted weapon tier scheme and respawning
FIXED: Weapon messaging issues
ADJUSTED: Removed Extra secondary slot as it doesn't make sense in new weapon tiers
FIXED: Double spawn of weapons and printing of score on round start
ADDED: Some missed weapons
ADDED: MaxPointsForCap to avoid players farming bots recapturing objectives. Default is 80
ADDED: Points for blowing cache set by CacheIncrement. Default is 40
CHANGED: No rpg's allowed from MagGrab
ADDED: Priority Queue of sorts to avoid overlapping upgrades/weapons nulling each other
Set to timer to 1.5 and made config with QueueLoopTimer
Setup queue of sorts for upgrades
Made new weapons override and clear old queued upgrades
Enabled new weapons to be given with an upgrade already attached if earned
FIXED: Bugs in infinite loops in GetUpgrades
FIXED: New weapons no longer reliant on exact score being reached
FIXED: Once maxupgrades is hit, upgrades score will not be counted
CHANGED: Decreased likelihood of pointshooting adjustable by setting PointShootingChance. Default is 0.6
CHANGED: Checks for firing/reloading/ADS are only done for weapon being modified
FIXED: Tier6 bug where explosive was given instead of firearm
Partial update to fix stuff made bad by theater:
ADDED: DroppedWeaponLifespan override. Defaults to 0.1
FIXED: When using scavenged primary and awarded secondary, it swaps to secondary
FIXED: Bots being spawned with identicle loadouts
Fireproof cost 8 now
FIXED: Theater giving flashlights during day
Shout out to Zero3 for his feedback on bugs and improvements!
Fixed: CaptureTick no longer gives points if during counterattack
Added: Upgrades and new weapons check every 2 seconds till not firing, reloading and ADS are not active and then gives award
Added: Prints score at round start if using printing
Fixed: Weapons wouldn't spawn at start if using high enough Starting Points
Fixed: Reset points on round over not functioning properly
Added: Checks and validation for items/upgrades
Added: New mutator GunFrenzyV with vanilla upgrades. Note that all variables must be set under the alternate header: [/GunFrenzy/Mutators/GunFrenzyV.GunFrenzyV_C]
Progress: Adjusted MagGrab crate destruction methods to try and resolve server issues. Crates are destroyed only with authority and during and at start of matches
Added: Theater files to allow control of bot loadouts that are missed in Survival causing Rushers to not have swords
Temporary: Added debug print to chat if an invalid weapon is chosen. If this is given to me I can remove it from the rotation of weapons
Made default difficulty not change health and speed so its compatible with other mutators if desired
Disabled player health and speed by default and reduced speed multipliers to 1.1x and 1.25x for difficulty 1 and difficulty 0
Old secondary is now destroyed on respawn
Now will select either primaries to upgrade depending on if the first is already maxed out on upgrades
Removed swap to new awarded secondary when using a salvaged weapon
Remove Vests from loadout. They now can only be awarded and not purchased
Made point shooting and laser/optic upgrades incompatible. If one is chosen the other will not.
Forced point shooting grip as underbarrel if optic/laser not chosen yet, otherwise it'd be incredibly rare
Added upgrade score reset on new weapon so that new weapons wouldn't start with an upgrade occasionally
Added bResetPointsOnReset to enable a full score reset to StartingPoints on round defeat. Default is True
Removed M67/F1 grenades as was same cost as M67 HE
Fixed removing 1 extra tier bug
Added fire support and PointsForFireSupport
Added +1 Scavenge and PointsForScavenge
Removed give ammo for mag upgrade
Removed ability to resupply
Stopped weapon spawning after max tier. Once two primaries can be carried the player can choose which weapon and they will be upgraded as normal.
Made all upgrades and weapons check for shooting before giving to player
Fixed capture tick not upgrading
Adjusted some costs
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