HelpingHand

v104 by Patrick Freeman - a.k.a. "Mental"


This mutator will causes any 'losing' player to be 'helped' when they respawn.
The 'help' is a better weapon, more health, more speed, and higher damage
according to how far the player is behind.

It works in both team (CTF, DOM, Team DM) and non-team (DM and LMS) games.

* In a non-team game, the players score is used to determine if 'help' is to be given.
* In a team game the team score is used to determine the 'help' a player might receive (if the team is losing).

The settings
All settings can be changed in the HelpingHand Configuration Window,
which comes up when you click the "Mods" menu and choose "HelpngHand".
The settings are saved to the file "mentals_mutators.ini" in your UT system folder.
They are under the "HelpingHand" section.

'score gap' settings
HelpingHand uses 'score gaps' to determine how much 'help' a player will respawn with.
It is the difference between 2 scores:
* in a team game it's the difference between the highest team score and your team score.
* in a non-team game it's the difference between the highest player score and your player score.
(which is shown on your screen as "Spread")

You set the 'score gap' for each game type - "DM gap" for DeathMatch, "Team DM gap" for Team DeathMatch,
"DOM gap" for Domination, "CTF gap" for Capture the Flag, "LMS gap" for Last Man Standing

'score gap' Examples:
For a Deathmatch game, the "DM gap" is set to 2, and you're losing by 4, that will be 2 'score gaps'
For a CTF game, the "CTF gap" is set at 1, and you're team is losing by 3, that will be 3 'score gaps'

So if your winning (or you are on the winning team) you will not get help,
otherwise you will, as long as the 'score gap' has been met.

Health, Speed, and Strength Settings
These are the 'help' you receive when you respawn.

Health, Speed, Strength Examples (for 2 'scoregaps'):
* If Health, Speed, and Strength are set to 10:
You would respawn with 20 more health, 20% more speed, and 20% more strength than normal.

* If Health, Speed, and Strength are set to 30:
You would respawn with 60 more health, 60% more speed, and 60% more strength than normal.

 

MaxHealth, MaxSpeed, and MaxStrength Settings
These are the maximum 'helps' you can receive when you respawn.

 

Starting Weapon
In addition to health, speed, and strength, you'll be given an extra weapon when you respawn, as listed below.

If you
(or your team)
are LOSING BY
Your
STARTING WEAPON
will be a:
score gap x 1 ShockRifle
score gap x 2 BioRifle
score gap x 3 PulseGun
score gap x 4 SniperRifle
score gap x 5 Ripper
score gap x 6 Minigun
score gap x 7 Flak Cannon
score gap x 8 RocketLauncher
score gap x 9 Redeemer

 

Any comments, bug reports, etc.
email me at -
patrickf@oz.net

Version History:
================
v104 - fixed bug so speed resets back to normal when you are not losing
added many new settings so you can customize the 'help' exactly like you want

v103 - switched to common 'ini' file for all my mutators
v102 - added all the team game types (except assault), added 'maxspeed' setting.
v100 - Initial Release

Improvements planned:
==========================
make a 'tabbed' window
make a window to configure the 'weapon help' order
make it work with assault - that's gonna be a bit tricky.
got any ideas?

Credits/Thanks:
===============
Tim Sweeny's tutorial docs, which were an indispensable aid.
Ben Coleman, his mutator "CatchUp" is the 'foundation' of HelpingHand, thanks Ben!

Disclaimer/Legal stuff:
=======================
I've tested it but use it at your own risk (although I don't know of any risks).
This Mutator is Copyright 2000 by Patrick Freeman
Please do not try to make money with this, or distribute it under a different name, etc.
If you do use my code in someway I would be grateful of some kind of acknowledgement.