Any Mod/Mutator requests...?

Discussions about UT99
User avatar
papercoffee
Godlike
Posts: 10449
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Any Mod/Mutator requests...?

Post by papercoffee »

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.
User avatar
EvilGrins
Godlike
Posts: 9731
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: Any Mod/Mutator requests...?

Post by EvilGrins »

papercoffee wrote: Sat Aug 21, 2021 2:08 pmbut 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
User avatar
esnesi
Godlike
Posts: 1018
Joined: Mon Aug 31, 2015 12:58 pm
Personal rank: Dialed in.

Re: Any Mod/Mutator requests...?

Post by esnesi »

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)
Post Reply