This is a mutator for UT2003 that adds the acrobatics of The Matrix to your FPS mayhem... It's a remake of the classic mute by Reactor4, MatrixMoves, for original UT. They make a lot of other great stuff, so check them out here: http://www.planetunreal.com/reactor4/
Apoc MatrixMoves v102 --------------------- by Rob "[Apoc]Death" Gutermuth firstname.lastname@example.org http://www.apoc.org 08 July 2003 This is a bugfix release, and the version that will be submitted to the Make Something Unreal contest's Phase 1. For those that don't know, this is a mutator for UT2003 that adds the acrobatics of The Matrix to your FPS mayhem... It's a remake of the classic mute by Reactor4, MatrixMoves, for original UT. They make a lot of other great stuff, so check them out here: http://www.planetunreal.com/reactor4/ Questions, comments, feedback, whatever MatrixMoves related nonsense you can think of, bring to our forums at: http://www.apoc.org/mmforums/ Also, watch out for MonkeyMatrixMoves v1.2, which should be released imminently now that this mute is done! All the Moves from ApocMatrixMoves_v102, plus bullet-time (now push-button instead of adren combo!), bullet-trails, in-game GUI configs, plus a slew of other goodies! (brought to you by Adam "MonkeyCircus" Bradley and me!) This thing is definitely playable online, and there are a several servers that run all MatrixMoves all the time... (It's the way the game was _meant_ to be played!! ;) ) More servers make the MatrixMoves community that much better, so bring em on!! Feel free to advertise them on the MatrixMoves forums!! Also, feel free to check out Clan Apoc's server, open to the public most of the time now, at 18.104.22.168:8000 ('Apoc Clan Server Nelson' in the DM, CTF or BR server browsers) !! MatrixMoves, mildly tweaked standard weapons, and fascist adminning by me and [Apoc]Famine... What more could you want?! ;) __________________________ Changelog for v102: - fixed MaxHoverTime replication (thanks to CVROY for showing me this one) - partially fixed Pawn orientation replication during wallrunning (Pitch is still pretty wacky, but on the whole it's vastly improved... Big thanks to [Apoc]Famine for showing me this and to Steve Polge for his help with solving this one) - fixed being unable to wallrun after non-roll dodging in air... You should be able to wallrun at any time you are by a wall for as long as you can keep it up (the bugginess of the Spider Physics should be a pretty good limiter, I bet... ;) ) __________________________ Installation Instructions: Unzip this file into your main UT2003 directory... All files should be in your System subdirectory except this README, which should be in your Help subdirectory... Edit your ApocMatrixMoves_v102.ini to customize your MatrixMoves experience... __________________________ Summary of player features: Double Jump: now one can doublejump at any time during a jump, instead of just at the apex. Super Jump: hold crouch then jump for a super high jump Hover in Air: hold crouch while in air to hover in mid air... can aim, fire, and change weapons while hovering... Default time limit is 7 seconds, or release the crouch button to resume normal flight. Rolls/Flips: By default, Dodges are now rolls or flips, making a snazzy (potentially stomach churning) viewport flipping effect... Dodge/Roll in Air: No longer limited to Dodging while on the ground, one can now dodge/roll in midair if desired... As in classic MatrixMoves, this feature zeros out negative Z velocity, so it and the Double Jump can be used prudently to save yourself from big falls. Wallrun: Dodge into a wall when close to it and you'll wallrun on it... The Wallrun is very free-form now, no longer are you locked into up-down and left-right motion, or just flat surfaces... This thing works almost anywhere, and you can change directions and facing as if it were normal motion (sortof)... Wallrun ends if you stop moving (it is a wallRUN after all), if you go verticle (either hit a "ceiling" or a "floor"), or if you jump, which results in a sweet flip off the wall! Client-side Roll Configs: I implemented crude client-side configuration of the rolls, which can be disabled server-side. type "Mutate" at the console to list the available options and their current setting type "Mutate <option>" to toggle one of the options on or off... The options are: FBRolls: Toggle forward/backward flips on or off LRRolls: Toggle left/right rolls on or off RollInAirOnly: Toggle on to only roll while in the air... dodges from the ground are "normal" dodges if this is true NoWallDodgeRoll: Toggle on to not roll when doing a WallDodge. These client-side changes are only remembered till the end of a match... Sorry, for now they are reset before every match... :( _____________ Server Admins/Single Player Configuration: Server-side/single player configs are all in the ApocMatrixMoves_v102.ini MaxHoverTime: in seconds... set to zero to disable hover bRollsEnabled: true enables, false disables all rolls bWallrunEnabled: true enables, false disables all wallruns bDisableDodgeJumpCombos: rumor had it some of the more fancy dodge-jump combos in ut2003 were very difficult without good ping... if this is true and rolls are enabled, those maneuvers are pretty well squashed during rolling... bClientCanConfigRolls: true enables client-side roll configs above, false locks them in to the default settings, which can all be defined here as well: bFBRolls: Toggle forward/backward flips on or off bLRRolls: Toggle left/right rolls on or off bRollInAirOnly: Toggle on to only roll while in the air... dodges from the ground are "normal" dodges if this is true bNoWallDodgeRoll: Toggle on to not roll when doing a WallDodge. Also, when installing for a server, don't forget to add that damn ServerPackages line with the others! ServerPackages=ApocMatrixMoves_v102 and the mutator name for calling this from ucc is (again, for servers) ApocMatrixMoves_v102.MutMatrixMoves Any questions, bring them to me either through the forums ( http://www.apoc.org/mmforums/ ) or by email ( email@example.com )... Enjoy!!!
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