This mutator brings 12 new weapons to UT2004. You can choose to replace a weapon with one of the 12 and/or choose to spawn with one of the weapons, or a random one.
// Author: Shaun Goeppinger aka Ini
// Date: 14/04/10
// Version: 3
This new version tries to address some framerate
issues on low end computer/game types with lots
going on (such as invasion).
The effects for the rainbowshock rifle have had a
makeover, they are no longer too pink. Additionally
I decided to create a rifle of each colour (most)
to brighten up the place!
This mutator brings 12 new weapons to UT2004. You
can choose to replace a weapon with one of the 12
and/or choose to spawn with one of the weapons, or
a random one.
Each rifle resembles the shock rifle, but the beams
and projectiles can bounce off walls.
There are 12 different weapons.
RainbowShockRifle: Rainbow beams and balls!
RedShockRifle: Red beams and balls!
YellowShockRifle: Yellow beams and balls!
PinkShockRifle: Pink beams and balls!
GreenShockRifle: Green beams and balls!
OrangeShockRifle: Orange beams and balls!
PurpleShockRifle: Purple beams and balls!
BlueShockRifle: Blue beams and balls!
CyanShockRifle: Cyan beams and balls!
BlackShockRifle: Black beams and balls!
WhiteShockRifle: White beams and balls!
RandomShockRifle: Random beams and balls!
.u files go in the system folder
.ucl files go in the system folder
.ini files go in the system folder
.utx files go in the textures folder
In the .ini file you should see these settings.
Below they are listed with a brief explanation.
//if bCanThrownWeapon is true, then the weapons can be thrown. This applies to all of the rifles.
//damage of the beam. This applies to all of the rifles.
//how much ammo it costs to fire a beam. This applies to all of the rifles.
//the maximum number of bounces a beam can make. Set to 0 for no bounces. This applies to all of the rifles.
//thickness values of the beam, max and min. Raise them for thicker beams. This applies to all of the rifles.
//how long the beams hang around for before fading away. This applies to all of the rifles.
//how much ammo it costs to fire a ball. This applies to all of the rifles.
//how much damage the shock combos do. This applies to all of the rifles.
//the radius of the shock combos. This applies to all of the rifles.
//how much ammo it costs to perform a shock combo
//how many times the balls can bounce. Set to 0 for none. This applies to all of the rifles.
//how much damage the balls do if they bounce in to you. This applies to all of the rifles.
//how fast the balls move. This applies to all of the rifles.
//if bAddToDefaultInventory is true then players will spawn with the chosen shock rifle
//if bRandomRifle AND bAddToDefaultInventory, players will spawn with a random rifle
//if bRandomRifle is FALSE then the rifle which corresponds to this value will be given to them. See below for rifle list.
//if bReplaceWeapon is true then the mutator will replace the chosen weapon with the one given in RifleColour.
//if bReplaceWeapon is true, input the class name of the weapon here. In this example, all LinkGun weaponbases will be replaced, applies to weaponlockers.
//Rifle Colour Values
//Random - A rifle that shoots random beams
//Rifle pickup classes, for summon purposes
Me! and Rainbows!