[quote=Piligrim post_id=604 time=1506713634 user_id=96] [color=#80BFFF]Owned mutator.[/color] [b]1.[/b] Create in root directory "Unreal Tournament" file by name mutator "AllWeapons". Possible manually or by means of command line: [b]md c:\ut99\AllWeapons[/b] [b]2.[/b] Create in "AllWeapons", folder "Classes": [b]md c:\ut99\AllWeapons\Classes[/b] [b]3.[/b] Entry in "c:\ut99\AllWeapons\Classes" and create file "[b]AllWeapons.uc[/b]" Open the file [b]*.UC[/b] by means of "Notepad", copy and get up the following text: [code] //////////////////////////////////////////////////////////////////////////////// // AllWeapons.uc class AllWeapons expands Mutator; var bool g_bInit; var int g_nCount; var int g_nCountWeapon; var name WeaponName, AmmoName; function PostBeginPlay() { if( !g_bInit ) { g_bInit = true; Level.Game.RegisterDamageMutator(Self); } } function ModifyPlayer(Pawn PlayerPawn) { if ( PlayerPawn.IsA('Spectator') ) return; SetWeapon(PlayerPawn); // // Here possible experiment, but neatly... // SetAmmo(PlayerPawn, 999); SetArmor(PlayerPawn, FALSE); GetInventory(PlayerPawn); if( NextMutator != None ) { NextMutator.ModifyPlayer(PlayerPawn); } } function SetWeapon(Pawn PlayerPawn) { local DeathMatchPlus DM; DM = DeathMatchPlus(Level.Game); if( DM != None ) { DM.GiveWeapon(PlayerPawn, "Botpack.PulseGun"); DM.GiveWeapon(PlayerPawn, "Botpack.ShockRifle"); DM.GiveWeapon(PlayerPawn, "Botpack.UT_FlakCannon"); DM.GiveWeapon(PlayerPawn, "Botpack.UT_BioRifle"); DM.GiveWeapon(PlayerPawn, "Botpack.Minigun2"); DM.GiveWeapon(PlayerPawn, "Botpack.SniperRifle"); DM.GiveWeapon(PlayerPawn, "Botpack.Ripper"); DM.GiveWeapon(PlayerPawn, "Botpack.UT_Eightball"); } } function SetAmmo(Pawn PlayerPawn, int nCount) { local Inventory inv; local Weapon weap; for ( inv=PlayerPawn.inventory; inv!=None; inv=inv.inventory ) { weap = Weapon(inv); if ( (weap != None) && (weap.AmmoType != None) ) { if( nCount > 0 ) weap.AmmoType.AmmoAmount = nCount; else weap.AmmoType.AmmoAmount = weap.AmmoType.MaxAmmo; } } } function SetArmor(Pawn PlayerPawn, BOOL bEnable) { local Inventory inv; if( bEnable == FALSE ) { return; } inv = Spawn(class'Armor2'); if( inv != None ) { inv.bHeldItem = true; inv.RespawnTime = 0.0; inv.GiveTo(PlayerPawn); } inv = Spawn(class'Thighpads'); if( inv != None ) { inv.bHeldItem = true; inv.RespawnTime = 0.0; inv.GiveTo(PlayerPawn); } PlayerPawn.Health = 149; } function GetInventory(Pawn PlayerPawn) { local Inventory inv; if( g_nCountWeapon > 0 ) return; for ( inv=PlayerPawn.inventory; inv!=None; inv=inv.inventory ) { if( inv.IsA('Weapon') ) { ++g_nCountWeapon; log(g_nCountWeapon@" : "@inv.ItemName); } } } defaultproperties { } //////////////////////////////////////////////////////////////////////////////// // <> AllWeapons.uc //////////////////////////////////////////////////////////////////////////////// [/code] [b]4.[/b] Save (close) file "AllWeapons.uc" [b]*[/b] As a matter of convenience further work, create in root directory mutator ( etc "c:\ut99\AllWeapons\" ) BAT-file of the assembly, for instance "compile.bat" with the following contents: -----[ compile.bat ]----- [b]cd .. cd System del AllWeapons.u ucc make pause[/b] -----[ eof compile.bat ]----- -= [color=#40BF00]Main work completed[/color] =- [color=#BF0000]a)[/color] Remained to edit the file "UnrealTournament.ini". - open "UnrealTournament.ini" in sections [b][Editor.EditorEngine][/b] add [b]EditPackages=AllWeapons[/b] (sometime in most bottom...) [color=#BF0000]b)[/color] Create the *.INT file - "[b]AllWeapons.int[/b]" Open "Notepad" Save the file As... "AllWeapons.int" Get up following text in it: -----[ AllWeapons.int ]----- [b][Public] Object=(Name=AllWeapons.AllWeapons,Class=Class,MetaClass=Engine.Mutator,Description="All weapons (999 ammo).")[/b] -----[ eof AllWeapons.int ]----- After conservation, go in mutator folder and start the assembly (the double click on "[b]compile.bat[/b]"). If all aptly in system file of the play will is created file *.U - "AllWeapons.u". The Pair of the methods of the start мутатора: [color=#40FF40]#1:[/color] CTF-Face [b]C:\ut99\System\UnrealTournament CTF-Face.unr?game=Botpack.CTFGame?mutator=AllWeapons.AllWeapons[/b] [color=#00FF40]#2:[/color] DM-Deck16 [b]C:\ut99\System\UnrealTournament.exe DM-Deck16][.unr?mutator=AllWeapons.AllWeapons[/b] [color=#40FFFF]:-_)[/color] [/quote]