Very nice weapons pack, Includes, the plasma-arc, phalanx, bioagent sprayer,shadows rifle,EMHEG rifle,HEflak cannon and the harrasser.-Highly Recommended
From the Desk of Dade, we are proud to present: ************************ *Codename: Gatling 2003* * Version: 1.0 * ************************ (an Unreal Tournament 2003 weapons mutator) ________________________________________________ Installation: Copy "pm2.u" and "pm2.int" into your /system directory. If you would like to use CG2k3 on your server add "ServerPackages=pm2" under "[Engine.GameEngine]" of your "UT2003.ini" file. NOTE: I understand that it is bad practice to have a different package name than that of the mutator name. This mutator originally started out as my own "Personal Mutator (2nd edition, hence the "2"). I originally was only making changes to the weapons, with no real intent of distributing "PM2." I eventually tinkered with most of the weapons, and I decided to polish it up and release it. I would have to go back into each file and change the package name, and that would be pain in ass. So, pardon the misnomer, hopefully it won't be to big a problem. -Dade ________________________________________________ Function: This mutator will replace most of the main weapons in 2k3 with new ones. Ammo is also replaced (duh). I have included weapon definitions in the .int file, so the weapons of CG2k3 can be used in "Arena" mutators and in mutators like Worm. ________________________________________________ To Do: I want to do something to the Lightining gun, just not sure what yet. I'm also hoping to put in a menu that allows you to select which weapons to replaces. Also i want to work more with the HMS. I ant to have it where the primary won't work unless you have a lock, but the secondary always launches "unarmed" missiles (i.e less damage). And i will fix any bugs that ight come up. ________________________________________________ Version History: V 1.0: First version. I'm sending it out and will respond to bug fixes accordingly. If there is a major bug that needs to be fixed, i might release a ".X" version, but only if i feel that the error absolutly needs fixing. ________________________________________________ Contact: Dade@carolina.rr.com Bug Reports, Questions, Comments, all are welcome (unless you start spaming my inbox, lol) ________________________________________________ Weapons: SHADOWS RIFLE replaces ASSAULT RIFLE -- The Shadows rifle was originally intended as a crowd control device. However, the Tournament organizers saw the potential of this nasty little weapon. So, with a larger power source and capacitor, the Shadows rifle was ready for use in the Tournament. As your primary weapon, it is not extremely powerful, but, when used correctly, it can be quite effective. Primary: Fires a variable intensity laser beam. ROF depends on how fast you can click the mouse button. Instead of ammo, the Shadows rifle has a "charge." When the charge is full, the weapon deals full damage. As the charge drops, so does the damage dealt. The charge is always...recharging, but each shot drains it. The recharge rate is quite high, so you won't be sitting around (too long) waiting to deal more damage. Secondary: Same as Primary. Strategy: Watch the charge. Remember that the greater the charge, the more damage dealt. Fire single shots or in small bursts for the greatest effect. Also, since both firing mods are the same, you could alternate between primary and alternate fires to quickly discharge the weapon. BIOAGENT SPRAYER replaces BIO RIFLE -- The ToxoLux brand BioAgent Dispersal System (known to the fighters as the "Chem Sprayer") started out as fertilizer spreader. "Fertilizer?!? Hell, put some Goop in it and lets use it in the games!" said a Tournament official on a tour of the ToxoLux factory. ToxoLux was happy to oblige, and now, instead of fertilizer, the Bioagent Sprayer now spreads toxic death (in a pretty, green hue! ^_^). Primary: Lobs a spread of small balls of goop. (uses 1 ammo per fire) Secondary: Launches a canister of goop that explodes after a short period of time (or when it hits another player). (uses 4 ammo per fire) Strategy: The Chem Sprayer is effective at medium range and lethal at short range. The primary fire can be used in close quarters or to saturate an area. The alternate fire grenade can be used a variety of ways. You could lob it a few feet over an area of combat and spread the toxic love, fill a small corridor with goop, or blast the piss out of someone near you (not recommended!). Be mindful, however, of the slow rate of fire and increased ammunition consumption. EMHEG RIFLE replaces SHOCK RIFLE -- The (originally) Electromagnetic Grenade was a semi-failure at first. It was intended to be a non-lethal method of disabling a vehicle or disabling security systems at an enemy installation. The grenade was designed to release an electromagnetic pulse when the small explosive was detonated. However, in the first prototype, the explosive was, shall we say, a tad too big. The supposedly non-lethal device now not only exploded the enemy, but it also electrocuted him. The project was scraped, but not before an aspiring weapons designer found the plans. Tournament organizers decided to use the new toy as a replacement for the ordinary Assault Rifle grenade. With these new grenades, increased caliber round, and bigger clip, the EMHeG Rifle is a powerful and effective combat tool. Primary: Fires 7.62mm rounds at a high rate. Secondary: Similar in function to the regular grenade fire, only now launching EMHe grenades. Strategy: The primary fire useful for close to medium range combat. The ROF is high, and the new 7.62mm rounds pack a punch. As for the grenade, bounce it around corners, lob it in your enemy's face, spam a room, etc. PLASMA-ARC RIFLE replaces LINK GUN -- Unsatisfied with the wimpy performance of the Link gun, Tournament officials decided to do some "tweaking." Instead of using the energy provided by the power cells to produce the plasma for the beam, it was decided to simply remove the plasma generator and use the plasma production energy as the weapon. So instead of a beam of super-hot plasma, competitors now have an electric arc to contend with. Not only is the electric arc slightly more damaging, but since no energy is lost in the production of the plasma (because there is no plasma production), the resulting arc of electricity is significantly longer than the plasma beam. The ability to "link" has remained, however. Also, the plasma compressor used in the primary fire has been upgraded, resulting in a more focused, faster projectile. Primary: Same as original link gun primary, only the projectiles are smaller and faster. The rate of fire is also increased. Secondary: An arc of electricity is created that is longer than the original plasma beam. "Linking" is still possible. Strategy: Because of the faster rate of fire and projectile flight, the primary fire can be used effectively at medium range. The secondary fire's beam is longer and deals more damage, making it too suitable for medium range combat. PHALANX GUN replaces MINIGUN -- When the Tournament spectators hear "minigun," they picture a hail of bullets. Needless to say, the old minigun did not satisfy the public's opinion as to what a minigun should be. So, in light of public outcry, the sissy "explosive" rounds were removed. Now, both firing modes are similar. Primary fires bullets at a high rate, and secondary "just frikin' unloads" ( -Tournament fan). Because the ammo consumption was so high, the maximum ammo capacity was increased and the damage slightly decreased, for obvious reasons. Primary: Fires at an increased rate. Damage is lower than the original minigun. Secondary: Similar to Primary. Only difference is an increased spread due to the insane firing rate. Strategy: Bullet spread on the primary fire makes this mode best suited for short to medium range combat. Increased firing rate is a plus, but bear in mind the wider spread and slightly lower damage. Ever want to fill a room with lead? Use the secondary fire, 'nuff said. HEFLAK CANNON replaces FLAK CANNON -- This weapon was still in the prototype stage when Tournament directors decided to use it. It was intended to be the successor to the Flak Cannon, but didn't make it in time for inclusion in the Tournament. Now, however, it is ready to go. Primary: Launches a high-speed shell that explodes a few feet in front of you (you aren't damaged unless you fire it right next to you, obviously). When it explodes, it releases flak shards in a forward-facing cone starting at where the shell exploded. Secondary: Lobs a shell that, upon impact, releases a number of lightweight, explosive flak shards in a small plume around the point of impact. Strategy: Not only do you have the flak shards of the primary fire, but now you have the small explosion of the shell. Again, its probably not a good idea to use this weapon in an enclosed space, although it can be extremely effective. Use with caution. As for the secondary fire, the explosives don't deal a whole lot of damage, but they are nasty little buggers. Use the Secondary fire just about anywhere, just so long as you aren't next to it when the shell goes off. HARASSER MISSILE SYSTEM replaces ROCKET LAUNCHER -- The HW-Class Harasser Missile System was intended as an anti-vehicle weapon for use on light mobile combat suits. Why not use it in the Arena? "Sure having the Tournament players use it against each other might be overdoing it a little," said a top Tournament executive, "but its the mental aspect of using this weapon that makes it so appealing." It would appear the this exec was right. Tournament fighters have spoken openly about the adrenaline rush they get when the achieve a lock on an enemy and know that as soon as they fire that missile, that enemy will cease to exist. The reason that this weapon is so effective, despite the fact of not being able to fire unless a target is locked, is because of the high velocity, extreme agility, and sheer power of the missile. Some fighters claim that not even translocating can avoid the missile. Primary: Can only fire if a target is locked. Fires one missile, but that's usually all that is needed. Secondary: Same as Primary Strategy: Not for use in close quarter combat! The cons of this weapon included the inability to fire unless a target is locked, low ammo capacity, and skill required to get a lock. The pros are a virtual guaranteed frag once a lock is achieved and the missile is fired. Granted it is possible to avoid the missile, but it is extremely difficult. The trick is to lock onto and fire at an enemy without letting the enemy know what you are doing. The missile is really only avoidable if your target sees you aiming and firing the missile. If your catch your target unaware, he's as good as gibbed.
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