If you can read this, you probably have not extracted the background file for this document to the correct directory. The background should be black with stars on it. Extract the seekpackb.jpg file from the seekers pack to the same directory as this file.
All original work is (c) 2001 DragonflyMatthew@Yahoo.com
Welcome to Seekers Pack 4.0 for Unreal Tournament!
Also Known As the "A - " pack - for Annoyance...
NOTE: Most additions from version 4BETA have been italicized (?), but I might have missed some.
I would like to apologise for the length of this huge readme. However, I strongly recommend that you read all of it otherwise you won't receive the full Seekers Pack experience which you deserve.
=== New in version 4.0: ===
***Fixed the wrong sized shieldbelt bug for mechgun! Yaa!***
*Fire flies don't get you if you stand still!*
*Replace mutator as well as give mutators.*
*Chaos trap! Not quite as flash as it should be, but it works. Now easier to use than ever, and can be set up in seconds.*
*Gravgun - different model, improved effects, and a modified projectile texture. The tractor beam is fixed and looks neato.*
*The Ship Launcher has a smoother throttle, a larger explosion, a firing sound and now the auto-ship flies over people instead of crashing into them. Good for outdoors, bad for indoors. Very cool.*
*Reinforcer! A dumb name for a cool gun! An enforcer replacement which really is fun!!*
Protectors have been tweaked to move less. If you get out of sight of your protectors, you will lose them.
A nice, long HTML readme with stars in the background!
Vampire removed because it's not really an original idea. Fatfeed is kept. Fatfeed no longer speeds up mechs.
The Seeker Sniper has a slower rate of fire and Firefly Gun is less powerful. FFgun also has brighter fireflies.
Are you telling me that the mechgun HUD actually changes colour as you morph? All this, for only five small payments of $39.99? But wait... Mech gun also has brand new sounds!
sound effects, textures, annoying but helpful (?) "Autohelp" on some HUDs. To make it disappear, move. Keep moving.
More bug fixes and other stuff I forgot to record.
Main information:
Installation (and instructions, very important!) Not quite legal information Stuff I stole Bug list (now much shorter!) Version history
Weapon/stuff guides: (rated by quality, one * through to five *'s)
Gravgun (5*****) Ship Launcher (5*****) Seeker Sniper (5*****) Mech Gun (5*****) Fire Fly Cannon (5*****)
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INSTALLATION
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To Install just put all the .int and .u files into
UNREALTOURNAMENT\SYSTEM.
Put the .htm and .jpg in the help directory, or wherever you want as long as they're together.
(UMOD: Why the heck do you need a UMOD? UMOD's are for wimps! The Seekers Pack is proud to be UMOD free.)
Choose the * Seekers Pack * on the mutator list when you play a practice session. This replaces most of the original weapons with Seekrs Pack weapons.
You may also add the other weapon mutators if you want players to start with certain weapons, or if you want one weapon without the whole seekers pack.
The other mutators which aren't automaticly in the * Seekers Pack * are *Fatfeed and *Protector. You may add these seperately.
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NOT QUITE
LEGAL INFORMATION
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Since most of this mod is made of other people's stolen code (I didn't mean to...) you probably shouldn't take the mish-mash code from this mod. But you can. If you take the ideas, give me credit. I spent weeks thinking them up, even though I've seen most of them done by other people better. (I have a feeling there is a bug in my head which uploads my ideas to www.getafreeideaforyourgameoraddonorwhateveryouaremaking.com)
UNREAL (c)1998 Epic Megagames, Inc. All Rights
Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL and the
UNREAL logo are registered trademarks of Epic Megagames, Inc.
All other trademarks and tradenames are properties of their respective owners
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APOLOGIES (STUFF I
STOLE)
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HERE IS SOME OF THE CODE THAT WAS STOLEN,
PROBABLY ILLEGALLY, TO MAKE THESE WEAPONS:
Grenade Launcher - author: crack_addict
This was a tutorial for creating a new weapon. I used it to make my first weapon, the
gravgun, and also the ChaosTrap.
Enhanced redeemer - author: I don't know, sorry.
I stole the enhanced redeemer's way of printing little flag icons by the flag carrier when
using redeemer, and of showing their team colour. This code is used on the Mechgun HUD and
the Ship Launcher HUD.
U4ET:
I know I stole something from this incredible mod, but I can't remember what it was...
The Reinforcer, Gravity Gun, Chaos Trap, SeekerSniper, Firefly Gun, MechGun and
Ship Launcher were, as far as I remember, thought up by ME. No matter how many identical
mods you find on the net, none of my weapons were based on them.
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BUG LIST (aka ACCIDENTAL
FEATURES LIST)
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When in mech mode, when you get the flag your
light type changes, and when you drop the flag your light type gets set to none, so you
stop glowing in your team colour. Mechgun also gets in trouble with the invisiblity and
the damage amp. And never, ever, toss a mechgun while morphing. Because this happens so
uncommonly, I haven't bothered to stop you getting frozen forever (or until you get the
mechgun back and remorph to finish the job).
The Gravgun doesn't work with several other mutators. If your gravgun isn't working
properly, don't worry: Use secondary fire and for no reason at all it will fire ammo
packs... why? I have no idea.
Not really a bug: If you use the flak or FFgun near the super gravball you might kill
yourself because flak shells can hurt their owner once they are falling, and the gravball
makes them fall. Try running backwards when you fire to be safe.
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VERSION HISTORY
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VERSION HISTORY: 3:
I found some bugs.
This contains the CHAOS TRAP BETA. The CHAOS
TRAP BETA doesn't work too well. I just included it to annoy you.
Added the almighty PROTECTOR, with a mutator
which spawns it upon a kill.
Firefly gun is less powerful, and the shots
don't last as long.
Different Gravgun supershot fx
Mechmod has improved code
Added "Heavy" versions of some
mutators for more choice - but I should
add a menu instead. One day...
VERSION HISTORY: 2:
added Firefly Gun - and it looks pretty
added better Seekersnipe hud.
Made MechGun bigger than normal.
Added nice effect for the Gravgun's super shot.
(I got (stole?) the idea from the blob, an
awesome looking mutator available
from www.planetunreal/wod/, Weapons of
Destruction)
Made the gravgun supershot pull people around
more while it flies.
Made the Seeker rockets flash instead of
smoking.
Made the Ship display its speed.
Made the game run incredibly slow - you might
turn your graphics down a
notch...
VERSION 1:
Added everything.
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When playing with the fatfeed mutator, players fatness reflects their health. You can gain health by hurting others, and can lose health very easily... in fact you lose health all the time, and the only way to stay alive is to kill continuously.
Fatfeed comes in two flavours - Relaxed and frantic. If you keep dying in frantic, try relaxed. Not so much health is lost.
TACTICS:
In CTF it is useful to turn on team damage, and get a few (lower ranking!) team mates to "cover you" and serve as food for your journey to the enemy base. Bots are happy to do this. When your health runs low, shoot your friends to gain some health.
Note that in fatfeed the keg o' health is far more valuable than the shieldbelt, because it increases your lifespan.
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The gravgun is not a simple weapon. It has four firing modes. It utilises matter-stressing Tadium particles to alter gravity in a small area. It lives in slot 4 and uses shock rifle ammo. It looks like an Unreal 1 8-ball.
The gravgun isn't good for actually killing
people and getting points in all fire modes. It is most useful in CTF, Assault or Last Man
Standing.
However, it is always useful as a defensive/mobility tool.
Primary fire: Gravball. Will push objects away. Can be used for high-jumping, knocking enemies off things, stopping falling damage (if you are clever, remember if you are moving fast you will have to fire while you are going up), and climbing up walls by shooting below you. The Gravball will also deaden projectiles near its explosion, they will fall to the ground harmlessly (unless they are seeker sniper shots).
Primary + shift key: Tractor beam. Causes damage to target. Firing a beam into any sort of Mass/Gravball will make it superexplode (and uses 1 more ammo). Tractor beam is only really effective pulling against people already in the air. Now looks real pretty.
Secondary: Massball. Pulls things towards it. Used to hop forward fast (by firing a little bit in front of you), climbing (up a wall, you can get huge speeds), and if you are falling and are beside a wall you can fire just above you to stop falling. This method of stopping falling is VERY POWERFUL. For example- on the CTF-Face map you Massball up the wall of your tower, fly over to the enemy tower and then Massball off the wall to stop falling damage and land just at the front door. The Massball will not deaden projectiles but will pull them.
Secondary + Shift key: Super-Massball. Uses more ammo. More powerful but most importantly, it effects projectiles while it is still in the air - as it travels to where you shoot it projectiles along the road will fall dead. It also causes damage when it explodes, as well as causing HUGE graviton force. Uses 3 energy cells.
TACTICS:
Use a super-massball as a shield. Walk along close to it, standing just behind it. It will protect you from most weapons. (All seekers pack weapons except the tractor beam are projectiles, I think.)
If you fire 2 or more super-massballs up in the air then you can jump into them and they will transport you, elevator fashion, along. Escaping from them is an interesting challenge but can easily be done with another two super-massballs fired in a different direction.
<marco_lucifer@hotmail.com> came up with a safer way to travel - throw a translocator into the "elevator". You could beam to it when you wanted to, or explode the super-massballs to drop it.
The gravgun requires skill to use. A skilled user will move like lightning, will knock enemies into dust, will get across CTF-FACE under the asteroid or far above it and will never, ever die from falling again. Everyone else will knock their teammates off cliffs, knock themselves off cliffs, kill their friends' projectiles, pull enemies into their base, and kill themselves in ways I never thought of. Good Luck.
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The shiplauncher redeemer looks identical to the regular redeemer. It fires very small spaceships, powered with the new Tadium-2 which is used both for guidance systems and plasma projectile attack.
Primary: fires an auto-ship. This will fire and chase after enemies until it crashes into something.
Secondary: fires a guided ship.
Once guiding a ship, use these ship controls:
Ship: Primary: Fires a plasma shot.
Ship: Secondary: Detonates the ship (a small explosion, not as powerful as a redeemer)
Ship: Primary + shift or Secondary + shift: While holding down shift, you can change speed. Anyone who has driven a redeemer down a corridor knows how handy this is.
TACTICS:
The Auto-ship is most effective from a long range as it has more time to fire.
Bots will not attack the Ship. Auto-turrets do
attack. The ship does not have the huge Redeemer explosion, but if you fly it into someone
it will explode enough to kill them.
The ship can hover almost stationary, and can go up to a very high speed.
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Tadium-1, when affixed to microscopic nano-machines, can form a "living" suit of armour. The MechGun is based on the rocket launcher but is larger, and appears in slot 10. It has its own special ammunition.
Primary fire: In normal mode is like a regular rocket launcher. In MECH MODE it fires a Tadium charged extra powerful shot.
Secondary: In normal mode, will activate the nanites. You will be slowed and helpless for five seconds while the nanites adapt to your signature. After this, you will enter MECH MODE. While in MECH MODE, secondary fire will change back to normal.
While in MECH MODE, changing weapons will also change you back to normal. You can only use the Mech gun while in MECH MODE
MECH MODE: You will move slower and jump lower. However, the nanites will absorb 2 thirds of any damage you take. MECH MODE also provides you with redeemer/ship launcher style targeting information, and your rockets will lock on faster.
You cannot enter MECH MODE when you are injured and have less than 50 health.
If your health ever drops below 50, you will become normal.
Because mechs all look the same, you glow in your team colour for identification.
An added feature of the nanites is that when you run low on ammo, they assemble rockets out of your blood proteins (costing you health). To avoid death, this feature is disabled when you reach round about 50 or 60 health. If you have armour then this will be used instead (unlike fatfeed!)
TACTICS:
Don't transform when an enemy is near! You're a sitting duck for 5 seconds.
If you hear someone transforming, take 'em out!
In MECH MODE you can hardly dodge, and must rely on brute force. If you are against mechs, use your mobility to beat them.
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Tadium-2 can support extremely small propulsion devices. The fire-fly cannon was quickly rigged up to test the efficiency of these devices.
It looks just like a flak cannon, except that it is fat because a grav-drive dispenser has been rammed up it.
It works just like a flak cannon, except it fires slightly different flak:
--- How a fire fly differs from a flak shell: ---
Fire flies are bigger and less damaging.
Fire flies use twice the ammo to make.
Fire flies randomly change direction, until they find a target.
They then dart towards their target and kill it.
TACTICS:
They cannot see you if you stand still.
Fire flies can make good (but very short term) traps.
How to stop fire flies: Use the gravgun. Use a human shield. Run away. Take cover. In fact, take cover anyway. It's the best way to avoid getting hit.
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Building on the somewhat hacked up Firefly technology, Matthewcorp finally managed to shrink the Ship Launcher's ship's plasma cannon into a tiny package that could be propelled by a small antigrav drive. The Protector uses both Tadium-1 and Tadium-2 to power its advanced features.
The protector will hover around its owner, and will fire at any enemies which come near.
The Tournament Commission has declared that in Protector Mutator games, when someone dies a protector may spawn from their body. The protector will then adopt the closest player to be its owner. (Thus, sniping will not get you a big family of protectors.)
Protectors will disappear after a short time to avoid the game being filled with them.
There are two protector mutators: Busy contains protectors which don't last long, to avoid cramming games with lots of killing.
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Arguably the most powerful of the weapons, the SeekSnipe uses third generation Tadium technology for advanced tracking functions.
The SeekSnipe looks like a sniper rifle but uses rockets and appears in slot 9.
Its reasonably advanced HUD shows the approximate position and other information about your target.
Primary: If you have no target, this will fire a shot which will target whoever/whatever it hits. (The gun actually fires a Tadium powered microprobe which records details about the target)
If you have a target, primary will fire a high power high accuracy homing rocket at them. If you try to fire a rocket facing away from your target, the rocket will not appear. (This is actually a bug, but who wants a rocket in the face anyway?)
Primary + shift: This will untargeted your target, to avoid accidental rocket firing. Ouch.
Secondary: A regular sniper scope zoom view.
TACTICS:
IMPORTANT: AFTER A TARGET DIES, THEY DO NOT BECOME UNTARGETED! Once you target someone you have them for as long as you want.
If two players meet and one has the other targeted, he will have the big advantage of a first attack.
Once you target someone, make yourself their worst enemy. Kill them again and again.
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Part Tadium technology, part miner ingenuity, part... something else, the Chaos Trap takes a while to charge, but this weapon should not be ignored.
It is complex. follow these instructions:
Use primary fire to place markers in an EQUILATERAL triangle. (If you don't shape it
right, the "Forces of Choas" <nervious laugh> will be unable to effect the
entire area.) You can only have three markers at once and adding another will remove the
first. Your HUD will tell you when you are in range of the already placed markers so that
you can place the three markers in range of each other.
Use secondary fire to activate the markers with activator rockets. An active
marker will last for only ten seconds before vanishing. When all three markers
are active use secondary fire to detonate them. This will cost 16 ammo. When they
detonate, all between them will perish. Or get very hurt.
At any time, primary fire will destroy your first marker and place another. Firing
secondary when you have no markers will just fire the activators straight ahead, not much
good but can hurt people.
To gain Chaos Energy, simply hold the chaos gun in your hand, and feel the power charging.
TACTICS:
Use the chaos trap as a trap. Simple. Good around mission objectives or flags. If you're a dirty cheat, put them around spawn points.
Against bots (and probably most players), you can set up the trap right infront of them and set it off as they stupidly run into it. If you have enough chaos energy (ammo) then you should be able to set up a trap in seconds.
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It's a dumb name, I know. But it makes sense. I was going to call it the Forcer...
The Reinforcer was developed after the seeker sniper, mainly to speed up the death rate (thus increasing ratings) to recover from MatthewWorks stealing UT viewers. The technology employed in the impact darts is revolutionary. When the dart approaches a surface, its seeking device targets and locks in on the closest enemy then changes direction via weight shifts. As it hits it turns in such a way that it changes direction using no external thruster.
This powerful enforcer modification fires little darts. When the dart hits a surface, it will target the closest enemy and attack them. If there is no enemy, the shot will die.
Primary: Fast darts.
Secondary: Rapid fire, but slow darts.
TACTICS:
Shoot at the feet! Shoot round corners! Shoot people who are in a little room! (Ten times funnier than with a ripper!)
Use secondary fire unless you are sniping or something.
Try dodging the shots if you can. Remeber, they don't home in like seekers, they only change direction when they hit a wall.
Oh, and this is as hard as it sounds, but if you're under fire from these, avoid surfaces. Standing at the edge of a space platfrom or being above your enemy and outlined by the sky will reduce your changes of getting shot.
Here's some more black writing for clever poeple to find. In a later version, there may be an easter egg code written here... who knows?
END OF DOCUMENT. That's all you get.