THIS HAS BEEN DESIGNED AND TESTED IN OFFLINE BOTMATCHES; IT MAY NOT WORK PROPERLY OR AT ALL IN ONLINE GAMES.
Game Modes:
- Gun Mode [v 1.0]
- Mutant [Removed until next version].
Gun Mode
In this game mode, players race to be the first one to acquire the required number of kills with the final weapon in order to win. To do this players have infinite ammunition, and once the required number of kills to switch to the next weapon is acquired, the next weapon is automatically loaded, while the previous weapon is discarded not to be used again. When a player dies via suicide, the required number of kills will go up one point, if this value was the default required to switch to the next weapon, the current weapon will be discarded and the player will be given the previous weapon on the list.
Weapon and ammunition pickups are disabled from the match, however, normal items like Health Packs and Jump Boots are not.
Setting up the weapon list.
The weapon list is set up in the GunMode.ini file.
You can have up to 30 different weapons, or You can repeat them in the list. Also, while the Translocator cannot be used as a default weapon, it can be added to the list which would require players to telefrag each other.
The first weapon slot to be used is (0), which will be the weapon that You spawn with; the weapon with the highest slot will be the last weapon to be used in the match. Those are not random; the game follows the numerical order of the slots.
The KillsWithWeapon value will determine the amount of kills needed to switch to the next weapon. A value of zero, a negative number or a blank will set a default of 1.
The WeaponClass value is the weapon class to be used, the Minigun would be Botpack.Minigun2, while the Nali Weapons III Flame Tracker would be NWFlameTrackerVIII.FlameTracker. This value must be set up right or else the weapon won't be loaded into the game and that slot will be skipped over.
The WeaponName value is used for the HUD to show the next weapon on the list. This value can be left as a blank and instead the weapon class will be shown.
IF YOU DECIDE TO USE LESS THAN 10 WEAPONS, be sure to leave the slots from the last weapon used up to the (9) slot in the .ini file, or else the default weapons will be loaded in those slots.
Troubleshooting.
The game is using 10 weapons when I just set up 1 ... 9.
Make sure that the .ini file keeps at least up to slot (9) with empty WeaponClass values to avoid the game adding the default weapons. An empty .ini file will load up the default Unreal Tournament weapons from the Sniper Rifle to the Impact Hammer, making those 10 weapons in the game with a single kill per weapon.
WeaponClass(4)="Botpack.Translocator"
WeaponClass(5)=""
...
WeaponClass(9)=""
This will make the Translocator the last weapon to be used, in a match with just five weapons.
This weapon I chose is not showing up in the game.
Check that the weapon class is set up correctly in the WeaponClass slot, with its package, class name and all between the quotation marks. Also, make sure the package containing the weapon is in the System folder. This game mode can't load weapons You don't even have.
The HUD shows a different weapon name.
The HUD will show whatever value was set in the WeaponName slot, make sure the WeaponName slot is the same as the WeaponClass slot. Keep in mind that those are set manually, so it's up to You to make sure You set up the names correctly.
Note.
Given the frantic, violent nature of Unreal Tournament, it is possible to get kills with a weapon to the next one. As an example, when a player fires a warhead with a Redeemer and this one kills three players while the killer needed just 1 to switch to the next weapon, those two extra kills will count for the new weapon the killed just acquired. For the next release, this should not happen. Also, when a player gets a new weapon, the previous weapon disappears too fast, this is specially noticeable with Hit Scan weapons like the Sniper Rifle, I want to make it so the weapon goes down like when You normally switch guns and then get it destroyed.