HelpingHand |
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 - how much health will be added for each 'score gap'.
Speed - how much speed
will be added for each 'score gap'.
This is a percentage of normal speed. If it's set to 10
then you will get 10% more speed for each 'score gap'.
This affects how fast you can move.
Strength - how much
strength will be added for each 'score gap'.
This is a percentage of normal strength. If it's set to
10 then you will get 10% more strength for each 'score
gap'.
This affects how much damage your weapons do to others.
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.
MaxHealth - the maximum health you can respawn with.
MaxSpeed - the maximum
speed you can respawn with.
This is a percentage of normal speed. If it's set to 150
then your speed will not get more than 150% of normal.
MaxStrength - the
maximum strength you can respawn with.
This is a percentage of normal strength. If it's set to
150 then your strength will not get more than 150% of
normal.
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.