INF_Captive mutator

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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
52
Aachen, Germany
infiltration.sentrystudios.net
Based on some threads about playing the Specialist game mode and making some sort of captive/hostage mode out of it I made a little mutator that allows to setup new spawnlocations per map for the Specialist.

You can setup up to ten different locations per map, assign a new loadout to the specialist, setup a message for the attackers and defenders based on the location and even can place a carcass of an enemy player next to the new spawn locations.

The default/example ini file features setups for two of our maps. ArabOutpost and Island.

In ArabOutpost the Specialist will spawn up in the tower with a dead guard lying in front of him. A FAMAS with 2 mags (taken from the dead guy), a KaBar and a LIIIa vest is all he has on startup. Both teams will get a message telling them that the specialist is held captive in the tower.

On Island the Specialist can spawn in two places. The Security Office at the east side of the Island or at the northern beach quay. A dead enemy will be placed there too and the loadout is a AKMSU with 2 mags (taken from the dead enemy), a KaBar and a LIIIa vest.

The setup is easy once you learned how to use it. Normally you can simply open up UED, place a playerstart and a carcass where you think it should be ok and write down or copy the location X,Y,Z and Rotation Pitch,Yaw values. Cut off the digits behind the coma and build up the location strings:
ie. the spawn locations on Island for the Specialist:
Captive[1]="?X0=77?Y0=2189?Z0=-583?Pitch0=-4000?Yaw0=-11000?X1=3610?Y1=2848?Z1=-1558?Pitch1=-4000?Yaw1=1752"
This 'translated' means Location 0 (X=77,Y=2189,Z=-583) Rotation 0 (Pitch=-4000,Yaw=-11000) and Location 1 (X=3610,Y=2848,Z=-1558) Rotation 1 (Pitch=-4000,Yaw=1752).

The single arrays you can setup per map:

Map = the full map name
Loadout = the loadout string (empty if it should not alter the standard specialist loadout)
Captive = up to ten locations + rotations used as spawnlocations for the specialist
DeadGuard = the ten locations + rotations of the dead guard that should be used depending on the selected spawnlocation
Msg = EAS messages for the Attackers and Defenders for each of the up to ten spawnlocations

file is attached... have fun with it...
 

Attachments

  • INF_Captive.zip
    7.1 KB · Views: 87

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,210
0
36
55
Austin Texas
ghostdogs.net
Beppo said:
Based on some threads about playing the Specialist game mode and making some sort of captive/hostage mode out of it I made a little mutator that allows to setup new spawnlocations per map for the Specialist.

You can setup up to ten different locations per map, assign a new loadout to the specialist, setup a message for the attackers and defenders based on the location and even can place a carcass of an enemy player next to the new spawn locations.

The default/example ini file features setups for two of our maps. ArabOutpost and Island.

In ArabOutpost the Specialist will spawn up in the tower with a dead guard lying in front of him. A FAMAS with 2 mags (taken from the dead guy), a KaBar and a LIIIa vest is all he has on startup. Both teams will get a message telling them that the specialist is held captive in the tower.

On Island the Specialist can spawn in two places. The Security Office at the east side of the Island or at the northern beach quay. A dead enemy will be placed there too and the loadout is a AKMSU with 2 mags (taken from the dead enemy), a KaBar and a LIIIa vest.

The setup is easy once you learned how to use it. Normally you can simply open up UED, place a playerstart and a carcass where you think it should be ok and write down or copy the location X,Y,Z and Rotation Pitch,Yaw values. Cut off the digits behind the coma and build up the location strings:
ie. the spawn locations on Island for the Specialist:
Captive[1]="?X0=77?Y0=2189?Z0=-583?Pitch0=-4000?Yaw0=-11000?X1=3610?Y1=2848?Z1=-1558?Pitch1=-4000?Yaw1=1752"
This 'translated' means Location 0 (X=77,Y=2189,Z=-583) Rotation 0 (Pitch=-4000,Yaw=-11000) and Location 1 (X=3610,Y=2848,Z=-1558) Rotation 1 (Pitch=-4000,Yaw=1752).

The single arrays you can setup per map:

Map = the full map name
Loadout = the loadout string (empty if it should not alter the standard specialist loadout)
Captive = up to ten locations + rotations used as spawnlocations for the specialist
DeadGuard = the ten locations + rotations of the dead guard that should be used depending on the selected spawnlocation
Msg = EAS messages for the Attackers and Defenders for each of the up to ten spawnlocations

file is attached... have fun with it...


So with it work okay with your GameSwitcher?