Arkon 2004 is pretty cool y'know! And YAY! It's a mutator, so its not replacing any weapons:D. It seems, as said in the Readme File, the time took to make this Mutator was roughly a year, so that explains why this mod is so damn good!! The sounds are really good quality, as said in the requirements, the special effects, do seem to lag low-spec computers. Apart from that though its really good, 13 destructive weapons are included, just stick ya Mutator on, and away you go:)
ARKON WEAPONS 2004 (v4.0) - ARKON'S REVENGE --------------------------------------------- FileName: Arkon2004_v40.zip Version: 4.0 ReleaseDate: June 2004 Type: Weapon Modification Author: Donator EMail: firstname.lastname@example.org Description: UT2004 conversion of Arkon Weapons Arkon2004 is a weapon pack including a complete combat gear of 13 new future themed tools of destruction. Some of them, like the ThermoBlasters and the Desintegrator, are mildly inspired by the Perry Rhodan universe, hence the mutator's name. To include them into your game just select the "ArkonWeapons2004" mutator from your config menu, or you might also use any other weapons replacer like WoRM or SwitchArsenal. The additional mutator "ArkonShields" is meant to be used in combination with the weapons to compensate for their superior firepower, but you're free to use it independently. It will outfit every player with configureable, self regenerating shields that also spawn a special, orb-like hit effect. See below for detailed weapon descriptions. Installation: ArkonShields.int/ucl/u Arkon2004.int/ucl/u -> System ArkonShields.utx Arkon2004Tex.utx -> Textures Arkon2004SMesh.usx -> StaticMeshes Zip file has path info: just unzip to your UT2003 folder. This should overwrite some older files. Alternatively, if you downloaded a UT2MOD version, just doubleclick and follow instructions. For Multiplayer: To run ArkonWeapons and ArkonShields on a server, add the following lines to your UT2004.ini at the end of the [Engine.GameEngine] paragraph: ServerPackages=ArkonShields ServerPackages=Arkon2004 System Requirements: Above average. Some weapons make heavy use of special effects and ignore low detail settings. Construction Time: started roughly a year ago Credits: Kangus, EvilDrWong and Smoke39 for being very helpful in general. Dade, author of Codename Gatling 2003. Desintegrator uses some of his ShadowsRifle code. RegularX, author of the XPak mutes. Thermal Projector uses some code from the Beam Cannon. Kal Corp. The ArkonShields mutator is based on his VasAutoShields1.03. Unknown author of the MineLauncher01 mutator which inspired me to the LaserBomb. Smoke39, author of Pain2k3 in particular, for his Shotchaingun code finally enabled me to do the Fusion-Gatling Gun properly. The Wod Mod Pod staff for holding the weapon contest, which I created the Disruptor for. The entire Unreal Playground community, in particular theteck, Aquablue, Dagg, Unserene, Jaybud4, Herr_Zerstörer, King Mango, PsySlug and nuclear hazard for playtesting. Version History (Shortened) Major changes since Beta 3.x - 'OrbitalCannon' prototype weapon added - 'Disruptor' weapon added - MissileLauncher alt-fire changed, is now guiding laser - Desintegrator alt-fire changed, is now chargebeam - all new animated weapon skins! - all new weapon Icons! - tons of visual improvements - compatible with UT2004 - ... Major bugfixes since Beta 3.x - MissileLauncher now only locks on enemies - Grenade chargebar works now - weapon models should be properly positioned - weapon group 1 offset fixed - balanced weapon damage and momentum somewhat for onslaught - fixed some stuff not disappearing client side - fixed a ton of Accessed:None's - ... Arkon Shields Config Menu explained ----------------------------------- Arkon Shields hasn't been changed by the way, so there is no need to replace it since it works with UT2004 anyway! Regen / sec - How many shield points regenerate each second you're not under fire On-Hit Timeout - How many seconds regeneration stops once you're hit Shield Max - Maximum amount shields will regenerate to. Upper limit now is 1000. Shield pickups can still rise your level even higher, even if you enter a lower number. WEAPON DESCRIPTION (in alphabetical order) ------------------ Arkon Missile Launcher ---------------------- A sturdy, solid case bottom-loader that fires a calibre 10, self propelled projectile, featuring an armor piercing high explosive warhead of considerable size that is capable of stopping small-to-medium sized armored vehicles and unleashes a devastating effect if fired at soft targets. Designed as a single-carried light support weapon, this missile launcher was meant to combat agile enemies at medium distances, so it was outfitted with a laserlock type foefinder unit to ensure a precise targeting. Primary - Launch missile. Remember that missiles can be brought to explosion in mid-air by enemy fire, so handle with extreme care in tight combat situations. Secondary - Activate targeting system Combat Mortar ------------- Latest development in the heavy-assault gear department. The mortar grenade will upon impact discharge a highly energetic field that is both lethal and at the same time has the extraordinary ability to short out most known shielding devices by disrupting the base projector matrix. This will cause uncontrollable and dangerous fluctuations in the shield's power supply and will take at least a few seconds time for the victim to re-initialize the matrix. If fired at at soft target closer than ten feet though, at the speed it is fired with the grenade is likely to actually penetrate the victim's defences and after a check-back via the built in distance tracer will then unleash all the stored power into this target exclusively instead of emitting it in all directions. Combined with the considerable kinetic force the projectile holds, the Combat Mortar indeed makes also for a quite formidable close combat weapon. Primary - Fire tactical neutron grenade. Hold down fire button to charge up power for added grenade speed, resulting in it travelling greater distances and doing more damage in close combat. Secondary - Same as primary, but a projectile mounted camera will be activated during flight. See the world through the eyes of a Flak shell for once. Desintegrator ------------- The Desintegrator is a device both widely used as a weapon as well as a mining tool, focusing a flirring, greenish field that is capable of interfering with the targets cohaesive forces on a molecular level. Matter with extremely high density will sustain longer, still even the hardest stone can be rendered to ultra-fine dust in a matter of seconds. Gases principally seem unaffected, since their cohaesive forces are already very low. A living being struck by a desintegrator ray will usually dissolve and die instantly, but since most tournament combatants have undergone various degrees of biomechanical enhancement a few extra hits can never hurt... Primary - Fire Desintegrator ray. Since the Desintegrator has a built in energy source ammo will auto-replenish, but the power of the beam you fire is directly proportional the charging status of the weapon. Secondary - Charge up power for an even more devastating beam attack Desintegrator Grenade --------------------- Widely known as 'Moluk Raybomb' the light type-D assault ammunition is appreciated as a versatile and powerful hand grenade. Based on the same idea as the desintegrator rifle, the desintegrator grenade incites a spontaneous breakdown of all molecular cohaesive forces in a ten feet radius, though it's effectivity quickly diminishes over distance. Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object. Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object. Disruptor --------- Core of this unique weapon is a micro-polaron anticycler, a complex device capable of hyperenergizing matter with low molecular density. Although theoretically any inert gas could be used to power the gun, best results have been observed using Tetrahelium, which is better known as 'Tetron', a common fuel substance used for small starship reactors. The Disruptor itself features two fire modes: primary launches a deadly, highly focused proton-energy torpedo that remains coherent even over large distances, while secondary unleashes the Disruptor's full destructive power by simply releasing the energized plasma in a super-hot, yet short ranged, burst of eerie green flames. Primary - Fire proton-energy torpedo. The intense radiation will considerably hurt passengers in a vehicle, in addition to the already considerable blast damage dealt to the machine. Secondary - Fire plasma flamethrower. Insanely destructive against soft targets, but much less effective against vehicles and structures. Fusion Gatling Gun ------------------ Using ancient technology found in derelict planetary defence cannons this miniaturized portable fusion cannon is still easily capable of bringing down medium sized aircraft. It's impressive size and bulkiness can severly hinder your movement in actual combat. Since technicians also saw no way to implement a sufficient coolant reservoir without making it imposible for a single humanoid to carry, the weapon's design was instead based on outdated gatling guns, featuring a spinning set of several barrels to prevent overheating of the focus unit, which adds another severe drawback, namely a four second spin-up delay to precisely synchronize the barrel rotation with the singularity's hypertact before the gun can be used. Primary - Unleash a focused stream of miniature 'protosuns', born out of ultra-condensed athmospheric particles in a controlled gravitational-rift reactor. Secondary - Spin-lock. Keeps your barrels rotating. LaserBomb --------- An outdated, clumsy makeshift weapon of considerable destructive force nevertheless. A standard set of three ground-to-ground missile fuel units, outfitted with a simple electronic lightbarrier trigger to set off a devastating explosion the moment somthing breaks through the laser. Most useful if stuck against a wall in a doorway or tight corridor to ensure the target is within blast range. Can be easily disabled/detonated with most weapons by hitting it fom a safe distance though. The non-intelligent trigger mechanism makes it dangerous to friends and foes alike, so handle with extreme care. Primary - Stick it to a solid object. The mine will aktivate itself five seconds later. Secondary - Kamikaze attack. Be a suicide bomber. Just make sure you take at least two people with you, as it'll cost you one frag killing yourself. Mass Driver (aka RailGun) ------------------------- The Kappa labs - Mark II infantry carried mass driver represents the pinnacle of terran weapons technology. This state of the art magnetic mass-accellerator weapon fires an ultra cooled Terkonit cylinder projectile at some three digit multiplier the speed of sound, which allows passing through most solid objects with ease. Even the most advanced shielding technologies are hardly able to resist such a tremendous kinetic energy and will most likely only slow it down to the point a conventional armor might stand a chance, even then, victims are usually hurt considerably and thrown back great distances. Headshots are always lethal though, no questions asked. Primary - Fire supersonic, armor breaking Terkonit projectile Secondary - Tactical zoom (advanced targeting syntron) Orbital Cannon Uplink --------------------- This inconspicuous little electronic device allows the combatant to establish an uplink with the extremely potent stellar converter satellite currently orbiting roughly thirty-thousand kilometers above the battlefield. Upon successful marking of the attack location and a short delay to charge the capacitors and bring the satellite in precise firing position, a highly focused stream of intense thermal energy will strike the target and unleash hell on earth for a duration of approximately ten seconds, completely wiping out any resistance in near vicinity. Primary - Mark target area with a simple, low-power laserbeam Secondary - Tactical zoom (no targeting syntron) Plasma Gun ---------- A 'pulse driver' is based on the cold fusion principle and usually only encountered in form of an impulse drive inside a full sized starship, but recently a number of prototype handheld weapons featuring a nuclear pulse generator have also appeared. Catalytic Deuterium is used as nuclear reactive mass, the created fusion plasma is then contained and accellerated through a tubular magnetic field with gravomechanical properies. The amount of plasma per shot can be dynamically adjusted by pressing and holding down the charge-button, but is severely limited, compared to a ship-mounted device, by the technical weakness of the small containment chamber. Safety precautions prohibit charging up more than twenty-five PJ [petajoule] as this is already creating impressive and very dangerous inductory effects. Projectiles usually glow in an eerie blue and are capable of melting effortlessly through five-inch plates of solid Terkonit. Primary - Full auto firing. Useful against crowds. Secondary - Hold button to charge up to 25 energy units into a single, devastating blast. Thermo Grenade -------------- From a technical point of view the desintegrator grenade might be cleaner, more aestaethic and a helluva' lot safer to handle, but there's no point in being hypocritical if atomization in a desintegrator field or vaporization in a controlled sub-nuclear heat wave is the more humane method of killing. And holding the power of a 'Pocket-Nova', as the thermo grenade has been respectfully titulated frequently, in your hand feels extremely satisfying. Primary - Timed Mode. Grenade bounces off walls and will explode 3 seconds after hitting a solid object. Secondary - Proxy Mode. Grenade will detonate instantly upon hitting a solid object. Thermo Blasters --------------- The basic carbon laser pistol issued to military and security personal all over the galaxy. Small, lightweight, dependable and at the same time dealing out damage like no other, once you got two of them... Primary - Fire left pistol Secondary - Fire right pistol You can of course press both buttons at the same time for dual-frying-action. Just watch your ammo. Thermal Projector ----------------- The CNC or, scientifically correct, 'Constant-Rip Needlepoint Cannon', is combining two completely different physical principles into an entirely new weapon: an ordinary high-power infrared carbon laser is fired through a tubular energy field with hyperphysical characteristics, that completely prevents the beam to suffer any losses, be it optical or thermical diasperation. Not only is it possible this way to keep the beam focused even over long distances, but the surrounding air also wont heat up. Primary - Keep the laser focused on your foes. Brief contact will lead to a serious sunburn... longer contact will first vaporize the water inside the target, then set the flesh on fire. Finally only a skeleton will be left. Secondary - Tactical Zoom (advanced targeting syntron) Legal ----------------------- This Mod is copyrighted by PhCDonat, 2004. Authors might use this as a base to build additional code or convert it to other gametypes, mentioning of my name and notification would be appreciated though, as I'm a passionate, self centered egomaniac. You are allowed to commercially exploit this Mod, i.e. put it on a CD or any other electronic medium that is sold for money ONLY with an adequate share of the exploits transferred to my bank account... which I doubt to be significantly more than the Austrian transfer taxes anyway. You MAY distribute this Mod through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. ---------------------- UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Software, Inc. under license. UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.
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