[Setup] Product=UltraAmmoPowerup Version=100 Archive=UltraAmmoPowerup.umod SrcPath=. MasterPath=.. Requires=UnrealTournament400Requirement Group=SetupGroup Group=umodINIGroup Group=UAP10Group [UnrealTournament400Requirement] Product=UnrealTournament Version=400 [SetupGroup] Copy=(Src=System\Manifest.ini,Master=System\Manifest.ini,Size=520,Flags=3) Copy=(Src=System\Manifest.int,Master=System\Manifest.int,Size=424,Flags=3) [umodINIGroup] AddIni=UnrealTournament.ini,Engine.GameEngine.ServerPackages=UAP [UAP10Group] File=(Src=System\UAP.int,Size=143) File=(Src=System\UAP.u,Size=9127) File=(Src=Help\UAPReadme.txt,Size=2568) [Setup] LocalProduct=UltraAmmoPowerup ReadMe=Help\UAPReadme.txt SetupWindowTitle=UAP AutoplayWindowTitle=UltraAmmoPowerup Options ProductURL=100 VersionURL=100 Developer=Ze Mad DeveloperURL=100 [UnrealTournament400Requirement] LocalProduct=UnrealTournament ProductURL=http://www.unrealtournament.com/ VersionURL=http://unreal.epicgames.com/ Developer=Epic Games, Inc. DeveloperURL=http://www.epicgames.com/ [Public] Object=(Name=UAP.UAPMutatorA,Class=Class,MetaClass=Engine.Mutator,Description="UltraAmmoPowerup,Quad Damages are replaced with UAP'")Áƒ*žE[@."F !nƒ$1ŇÓ˛Ž€ôkÁ[NoneSetUDamageWeaponUAPSetOwnerLightingTournamentWeaponChangedWeaponUsedUpSetOwnerDisplayEngineCoreSetAmmoPersoLogItemDeactivateSetDisplayPropertiesSetDefaultDisplayPropertiesSystem EndState BeginStateTimer FireEffectBotpackCheckReplacementUDamage ItemName ReplaceWith Activated UAPMutatorAPickupMessage GameInfoPlayerReplicationInfoAmmoStatLogLevelActor ScriptText Inventory Function LevelInfoWeaponState FireTexturePawn TextBufferLightBrightnessMutator ReturnValueBytePropertyFire LightRadiusSoundPlayOwnedSoundClass bIsPlayerDamageScaling UnrealSharePackagebHighDetailMode LightEffectOtherHasFlagGameTimerCounter TimerRateOwnerNetMode LightHue LocalLog WorldLogbSuperRelevantInvbActiveChargeActivateSoundDeActivateSound AmmoAmountMaxAmmoBelt_fx UDamageFX AmbientGlowLightSaturationObjectPropertyFloatPropertyObjectBoolProperty FinalCountEndFireSoundExtraFireSound AffectorUDamageWeapon IntPropertybIsPawn LightType‡‡€‚šš˝‚9ƒ‹rw*[w.ˆ*.ˆĽ,.ˆŁ,2‹ľw*ľa/!.Ž˜*4wƒ*Vƒ-Ş=„.…ƒ- r.…ƒœŚ*ƒ–ƒ–ƒŤ$.…ƒŻ€?-™(˘wƒ‹*ƒ‹ƒ‹ëw’“ *’“  .…ƒ4w’“Ÿ*’“Ÿ .…ƒa "• ˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ ވG•l€¤ă‚=•‚‚=•‚ ¤A=//============================================================================= // UAP : UltraAmmoPowerup by Ze Mad //============================================================================= class UAP extends UDamage; var Weapon UDamageWeapon; var sound ExtraFireSound; var sound EndFireSound; var int FinalCount; singular function UsedUp() { local inventory Inv; for( Inv=Owner.Inventory; Inv!=None; Inv=Inv.Inventory ) if (Ammo(Inv)!=None) { Ammo(Inv).AmmoAmount = 5; Ammo(Inv).MaxAmmo = 50; } if ( UDamageWeapon != None ) { UDamageWeapon.SetDefaultDisplayProperties(); if ( UDamageWeapon.IsA('TournamentWeapon') ) TournamentWeapon(UDamageWeapon).Affector = None; } if ( Owner != None ) { if ( Owner.bIsPawn ) { if ( !Pawn(Owner).bIsPlayer || (Pawn(Owner).PlayerReplicationInfo.HasFlag == None) ) { Owner.AmbientGlow = Owner.Default.AmbientGlow; Owner.LightType = LT_None; } Pawn(Owner).DamageScaling = 1.0; } bActive = false; if ( Owner.Inventory != None ) { Owner.Inventory.SetOwnerDisplay(); Owner.Inventory.ChangedWeapon(); } if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogItemDeactivate(Self, Pawn(Owner)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogItemDeactivate(Self, Pawn(Owner)); } Destroy(); } simulated function FireEffect() { if ( (TimerRate - TimerCounter < 5) && (Level.NetMode != NM_Client) ) Pawn(Owner).Weapon.PlayOwnedSound(EndFireSound, SLOT_Interact, 8); else Pawn(Owner).Weapon.PlayOwnedSound(ExtraFireSound, SLOT_Interact, 8); } function SetOwnerLighting() { if ( Owner.bIsPawn && Pawn(Owner).bIsPlayer && (Pawn(Owner).PlayerReplicationInfo.HasFlag != None) ) return; Owner.AmbientGlow = 254; Owner.LightEffect=LE_NonIncidence; Owner.LightBrightness=255; Owner.LightHue=210; Owner.LightRadius=10; Owner.LightSaturation=0; Owner.LightType=LT_Steady; } function SetUDamageWeapon() { if ( !bActive ) return; SetOwnerLighting(); // Make old weapon normal again. if ( UDamageWeapon != None ) { UDamageWeapon.SetDefaultDisplayProperties(); if ( UDamageWeapon.IsA('TournamentWeapon') ) TournamentWeapon(UDamageWeapon).Affector = None; } UDamageWeapon = Pawn(Owner).Weapon; // Make new weapon cool. if ( UDamageWeapon != None ) { if ( UDamageWeapon.IsA('TournamentWeapon') ) TournamentWeapon(UDamageWeapon).Affector = self; if ( Level.bHighDetailMode ) UDamageWeapon.SetDisplayProperties(ERenderStyle.STY_Translucent, FireTexture'UnrealShare.Belt_fx.UDamageFX', true, true); else UDamageWeapon.SetDisplayProperties(ERenderStyle.STY_Normal, FireTexture'UnrealShare.Belt_fx.UDamageFX', true, true); } } // // Player has activated the item, pump up their damage. // state Activated { function Timer() { if ( FinalCount > 0 ) { SetTimer(1.0, true); Owner.PlaySound(DeActivateSound,, 8); FinalCount--; return; } UsedUp(); } function SetOwnerDisplay() { if( Inventory != None ) Inventory.SetOwnerDisplay(); SetUDamageWeapon(); } function ChangedWeapon() { if( Inventory != None ) Inventory.ChangedWeapon(); SetUDamageWeapon(); } function EndState() { UsedUp(); } function BeginState() { bActive = true; FinalCount = Min(FinalCount, 0.1 * Charge - 1); SetTimer(0.1 * Charge - FinalCount,false); Owner.PlaySound(ActivateSound); SetOwnerLighting(); SetAmmoPerso(); SetUDamageWeapon(); } function SetAmmoPerso() { local inventory Inv; for( Inv=Owner.Inventory; Inv!=None; Inv=Inv.Inventory ) if (Ammo(Inv)!=None) { Ammo(Inv).AmmoAmount = 998; Ammo(Inv).MaxAmmo = 999; } SetUDamageWeapon(); } } //============================================================================= // UltraAmmoPowerup Mutator Arena//============================================================================= class UAPMutatorA expands Mutator; function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { if ( Other.IsA('UDamage') && !Other.IsA('UAP')) { ReplaceWith(Other, "UAP.UAP"); return false; } return true; } ž6„Y‚°ŻŽľ?,›:’ł:$.…ƒ—¨$A‚.…ƒ—¨$A ‰ ˙˙˙˙˙˙˙˙€˙˙˙˙˙˙˙˙˙˙2CŐl´‰8ť ¸‚=•‚‡Ěj@ŁˆŃ¸™BˆŃ¸™B‡Ěj@Ł‚=•‚‡Ěj@Ł‡Ěj@Ł‚=•‚˛tů˛tůŽöŞ…9ë }˛tůŽöŞŠ’ÔűR˛tů˛tů‚=•‚…9ë }…9ë }”.ę;ű‚=•‚‚=•‚‚=•‚‚=•‚‚=•‚‚=•‚‚=•‚Š’ÔűR…9ë }˛tů…9ë }˛tů‚=•‚‡Ěj@ŁˆŃ¸™BˆŃ¸™B‡Ěj@Ł˛tů˛tůŽöŞ‚=•‚…9ë }…9ë }”.ę;ű‚=•‚‚=•‚‚=•‚…9ë }‚=•‚‚=•‚‡Ěj@Ł‚=•‚‡Ěj@ŁŠ’ÔűRĂšŠ’ÔűRĂšĄqrŠ’ÔűRĂšŠ’ÔűRĂšĄqr ¤]PNYou just picked up the UltraAmmoPowerup, hold on this f***ing FIRE button !!!]UltraAmmoPowerupŠ;˙˙˙˙˙˙˙˙˙˙Âs™ <4—%a€?'ƒa­ AŚ  ĂQ "w‹*‹ Ä‡Ë "w‹*‹ ŐB Ć•qe-™'ůDŻŤÍĚĚ=?˘?&aŻŤÍĚĚ=?˘?(ƒa´   Ą†€ƒ‹xw*aw.ˆ*.ˆĽć.ˆŁç‹ ż >„ËQ‚‚ƒ-Ş.…ƒ- w.…ƒœŚ* ƒ–$ţƒ¸$ƒÁ=,˙ƒ˛$Ňƒ°$ ƒą$ƒŤ$ ˇ3FB‚a/!a/!UAP.UAP(' ŔLăę-™ Vw*Va/!.Ž˜*.…ƒ—čw*Ła/!.Ž˜Đ’-ś $ §''č $ §'' €€ 6 2˙˙˙˙ Oţ˙˙˙> 6 2˙˙˙˙( 6 2˙˙˙˙" 2˙˙˙˙ 2ú˙˙˙ 2˙˙˙˙$ Oţ˙˙˙" 2ü˙˙˙# 2˙˙˙˙% 2ú˙˙˙ 2˙˙˙˙ &÷˙˙˙ 2ü˙˙˙O Oţ˙˙˙ Oö˙˙˙; 2˙˙˙˙ 2˙˙˙˙+ -ţ˙˙˙M Oű˙˙˙% Oň˙˙˙V Rů˙˙˙E 2˙˙˙˙0 2ü˙˙˙2 Oű˙˙˙ Rű˙˙˙3 2ü˙˙˙) Oń˙˙˙B Oń˙˙˙A 2˙˙˙˙ Xů˙˙˙F Xř˙˙˙J 2ü˙˙˙Q Xř˙˙˙I Oě˙˙˙:.'×˙˙˙L #ţ˙˙˙1 6Ô˙˙˙K Rţ˙˙˙Y -ţ˙˙˙Z 65 Oů˙˙˙H Pţ˙˙˙= Pű˙˙˙4 -ţ˙˙˙/ -ţ˙˙˙N -ţ˙˙˙@ -ö˙˙˙? Oů˙˙˙G Pţ˙˙˙< Rö˙˙˙7 #ë˙˙˙ -ţ˙˙˙8 2ü˙˙˙& 2ü˙˙˙- 2ü˙˙˙X 2ü˙˙˙R #÷˙˙˙ #÷˙˙˙ #÷˙˙˙ #÷˙˙˙ -ţ˙˙˙* #đ˙˙˙ #đ˙˙˙ #đ˙˙˙ #đ˙˙˙ #đ˙˙˙‘WY‘Df‘DsťS @‘9L‘UY‘TfŒ˝Cs•gvž!4L=] ž !4Ji]Œžssd‰H ffš)nrŒÂGWsŒĂ0^tŒÄ0NuŒĹ~uŒĆ^]vŒ i{wŒż`dyŒˇ MD|ŒŔpQ}şCA€ź, N€UltraAmmoPowerup Mutator v1.0 by Ze Mad, (released the 01/24/2000) IT IS MY SECOND MOD, SO PLEASE BE INDULGENT !!! :))) Ze Mad (cyric@free.fr) Version : 1.0 Requirement : Unreal Tournament v4.05b (I haven't tested this mutator on other versions, but I think it can work) Inst/Uninstallation : - ZIP version : install the 2 files (UAP.u and UAP.int) in your UT\System directory and the UAPReadme.txt in your UT\Help directory... - UMOD version : just double click on the UMOD file (UAP.UMOD) and enter your UT directory when asked, the prog will install everything by itself... - To remove it, juste open the "setup.exe" in your UT\System and select UAP, click Next... Features : When selected in the list, this mutator replaces Quad Damages by the new shiny UltraAmmoPowerup. The UAP provides you with unlimited ammo during a short period of time, but BE CAREFUL, when its effect lasts, ur ammo will be of 5 and ur max ammo of 50, and this regardless of the weapon you use... Bugs known : None ! ;) Toubleshooting : If there's a problem in the game after selecting the mutator, try to select this mutator ONLY to see if it works, if not feel free to e-mail me... Online gaming : I haven't tested it in online gaming and I know nothing about it, just try to add the line ServerPackages=EEM in your UT.ini and feel free to e-mail me if it works... Cedits : {KiX}ProfessorGib, my mentor (even if I feel that I bother him too much sometimes...) Epic and GT, if you don't know whyn just sell your Unreal/UT CDs and go buy Q3A... Everybody on the UT forums (http://www.planetunreal.com/modcentral/forums/) Everybody who has written, writes or will write a FAQ or a tutorial... I surely forget someone, so feel "free" to include yourself here : (but ask permission first !) ********, because ***** and ******... Useful and miscellaneous links : www.planetunreal.com (for everything) www.planetunreal.com/thelaboratory/ (Home of {KiX}ProfessorGib) www.unrealed.net (for FAQs, tutorials, ...) I surely forget something... www.*****.*** (***, ***) Contact me for everything you want at __--==" cyric@free.fr "==--__ it costs nothing but 2 mn of your life... ---Legal things--- This mod is in no way affiliated with Epic Megagames or GT Interactive. You MAY NOT distibute it, neither for profit or for free, by any physical medium (ie CD-ROM) without my explicit written permission. You may use the code in your mods and distribute this mod via any electronic medium (ie Internet, FTP, etc.) without my permission.System\Manifest.ini“System\Manifest.int“¨System\UAP.int;System\UAP.uʧ#Help\UAPReadme.txtq( ŁĹăŸy2&3Š