This mutator randomly swaps the weapons in the level for other weapons. It then converts the ammo in the level to the appropriate types for the weapons that have been spawned. Additionally, it has an option to not only swap around the weapons in the level, but to allow weapons not in the original level to be swapped in. This can even include custom/mod weapons! (Provided they're added to UT2003's Weapons Database properly - see the readme for details) Using this capability you can have a different game with different weapons each time without changing any settings!
Random Weapon Swap v2.1 Mutator for UT2003 Created by Mysterial (email@example.com) 5/13/03 To install the manual .zip version, extract it to your UT2003\System folder. By default that's C:\UT2003\System. This mutator randomly swaps the weapons in the level for other weapons. It then converts the ammo in the level to the appropriate types for the weapons that have been spawned. The configuration menu allows you to choose what weapons may be swapped in. Note that if "Include Weapons in Level as Choices" is checked, these are IN ADDITION to the weapons already in the level. For example, if you select the Shock Rifle and the Bio Rifle in the configuration menu and then play on DM-Gael, the weapons that will be chosen from will be the Rocket Launcher, Lightning Gun, Shock Rifle, and Bio Rifle. NOTES: -If you run this mutator on a server, you do not need to send it to the client. However, the clients MUST have the packages for ALL weapons the mutator can choose from. In other words, if you use this mutator on a server with custom weapons in the Weapon Database, you must make sure the clients have the packages for ALL such custom weapons (via ServerPackages). -You will notice a few "Accessed null class context" errors in the log after running this mutator. You can ignore these; the errors are safely dealt with in the mutator and will not affect gameplay. Combine this mutator with my Random Item Placement mutator for total randomized mayhem! :-) HOW TO ADD WEAPONS TO THE WEAPON DATABASE: If you want to make your new weapons show up in the weapons database (and thus be detected by this mutator) you must create an .int file that contains the following line, adjusted to be appropriate for the package: Object=(Class=Class,MetaClass=Engine.Weapon,Name=MyPackage.MyWeapon,Description="My weapon r0x!!!")
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