Any Mod/Mutator requests...?

Discussions about UT99
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papercoffee
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Re: Any Mod/Mutator requests...?

Post by papercoffee » Sat Aug 21, 2021 2:08 pm

EvilGrins wrote:
Fri Aug 20, 2021 8:26 pm
I'd love to see if someone could do this with the redeemers!
but the Redeemers are already Human guided... ok maybe sometimes not as smart as it could.

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EvilGrins
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Re: Any Mod/Mutator requests...?

Post by EvilGrins » Sat Aug 21, 2021 11:59 pm

papercoffee wrote:
Sat Aug 21, 2021 2:08 pm
but the Redeemers are already Human guided...
Leaving the human entirely vulnerable while they're guiding them.

This way even bots could fire them and they'd still lock onto a target and track after them... kinda like this.
Image
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

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esnesi
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Re: Any Mod/Mutator requests...?

Post by esnesi » Sun Aug 22, 2021 10:40 am

Code: Select all

(Function UnrealI.FlakCannon.TweenDown:000C) GetAnimGroup: Sequence 'None' not found in Mesh 'flak
(Function UnrealShare.DispersionPistol.TweenDown:000C) GetAnimGroup: Sequence 'None' not found in Mesh 'DPistol'
If ProAsm could clean-up his Unreal1 weapon mod a bit :o
With an extra request to enable/disable the weapons in inventory.
(goals is to give more unreal weapons in inventory, then only dispersion)