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INF_Captive mutator

Discussion in 'Infiltration Development' started by Beppo, Jan 18, 2004.

  1. Beppo

    Beppo Infiltration Lead-Programmer

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    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...
     

    Attached Files:

  2. Fat Marrow

    Fat Marrow Vegetable

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    Haven't tried it out yet, but sweet. Very sweet indeed. :tup:
     
  3. zeep

    zeep :(

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    This sounds good Beppo. Nice work and thanks:)
    Gonna try it now
     
  4. keihaswarrior

    keihaswarrior New Member

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    Cool Beppo. Can defenders spawnkill the spec?

    Maybe the spec shouldn't spawn if defenders are within a certain radius of his spawn.
     
  5. FieldMedic

    FieldMedic Less good UT Player ever

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    Will try that as soon as i can

    Thanks for the mutator !
     
  6. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    So with it work okay with your GameSwitcher?
     
  7. Beppo

    Beppo Infiltration Lead-Programmer

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    sure.... either add it as general mutator or only to the maps that have a special setup defined
     

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