Random Respawn Times

This mutator randomizes the amount of time before items respawn. You can configure the range from the original RespawnTime the mutator shoul...

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This mutator randomizes the amount of time before items respawn. You can configure the range from the original RespawnTime the mutator should randomize between. See below for further explanation and example if you're confused ;)

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RandRespawnTimes v1.0
Mutator for UT2003
Created by Mysterial (mysterial@comcast.net)
10/16/02

To install just unzip to your system folder the .u and .int files.

This mutator randomizes the amount of time before items respawn. You can configure the range from the original RespawnTime the mutator should randomize between. See below for further explanation and example if you're confused ;)

The configuration menu has these options:
Weapons - Max Neg. Modifier: This minus the original RespawnTime is the minimum randomly selected RespawnTime (for weapons).
Weapons - Max Pos. Modifier: This plus the original RespawnTime is the maximum randomly selected RespawnTime (for weapons).
Powerups - Max Neg. Modifier: This minus the original RespawnTime is the minimum randomly selected RespawnTime (for powerups).
Powerups - Max Pos. Modifier: This plus the original RespawnTime is the maximum randomly selected RespawnTime (for powerups).

Negative values are allowed; you can use this to globally reduce or increase the RespawnTime of weapons or powerups. For example, if you put in 10 for the Neg. Modifier for weapons and -10 for the Pos. Modifier for weapons, all weapons will spawn 10 seconds faster.

For example, if you put 10 in for all the options, and an item (e.g. the Shield Pack +50) has a default RespawnTime of 30 seconds, its new RespawnTime will be between 20 and 40 seconds.

The respawn time is re-randomized for all items approximately every 30 seconds, so the exact RespawnTime should be different each time an item spawns. Also, each item is randomized seperately, so they will not all respawn after the exact same amount of time.

Note that the superweapons count as weapons, not powerups. Also, ammo is currently not randomized. Finally, health vials and adrenaline pills count as powerups, and are randomized.


Small to medium sized mutator ideas are always welcome. My email address is at the top of this file.

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Mysterial


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Registered 3rd October 2002

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