Mayhem Weapons Mutator

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GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
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UPDATE: 8-30-04

8/07/04 update: Major Update.
8/09/04 update: New screenshots.
8/10/04 update: a few more new screenshots.
8/11/04 update: Ducking with the minigun or assault rifle now increases accuracy.
8/16/04 update: Added "splitting goop" to the bio rifle
8/30/04 update: Minigun has a super firing mode that overheats.


Short Form:
This mutator brings mayhem to UT2004!! All weapons Except the classic sniper rifle, and three super weapons are modified to include changes ranging from bouncing projectiles and beams to multiple toggleable firemodes.


More Specific Features

Most Weapons Feature a toggleable firemode that can be accessed by a keybind in the mutator.

-Lightning Gun- The Lightning gun shoots bolts that bounce off walls, it also forks too! It has a toggleable firemode that arcs out lightning in a web-like effect, kind of a "Lightning Shotgun".

-Shock Rifle-Primary fire shoots beams that reflect off walls, alt-fire shoots shockballs that bounce and explode at every hit, until hitting a player or vehicle etc. The Shockballs Can also lock onto players, like the rocket launcher can. There are 6 different shockbeam/ball/shockcombo colors (Just for fun) that are configureable in the mutator options.[/b]

-Link Gun- Primary fire shoots bouncing energy projectiles. which can be 7 different colors, or random at every shot in the mutator config options. The Link Gun Alt fire has an adjustable beam length that will inflict greater damage at short length, regular damage at regular length, and less damage at extended reach.

-Rocket Launcher- Primary fire can fire 3 different rocket types, toggleable via keybind. Incendiary rockets burn a surface for about 2 seconds (can also catch vehicles and players on fire!). Fragmentation rockets have a wide blast radius with low damage, and standard rockets are your good ol' regular trusty rockets. Alt fire will spawn bouncing rockets, which can be configured via mutator options to have different color smoke trails or even multicolor smoke trails.[/B]

-Flak Cannon- Primary fire has 3 different toggleable flak pattern sizes, for a slow moving wide spread blast, regular pattern, or a tight, fast moving pattern. The alt fire has been programmed to fire charged velocity flak shells, (Like the assault rifle grenade fire), but will still launch out flak shells at regular distance if the button is not held long ;) . There is also an option that makes all of the flak tracers have random colors (just over 16.7 million color combinations!).

-Shield Gun & Assault Rifle- The least changed of the mayhem weapons. Aside from having a new skin, they offer greater protection and firepower to help balance them with the rest of the weapons.

-Bio Rifle- Features Toggleable Bouncing flubbery goop! < 8-16-04 > Bio rifle now has another mode, Splitting goop, used in two ways in two charged firemodes. You can charge up primary fire with this mode selected to release a shotgun-like pattern of goop, more goop balls for greater charges. On alt fire with the same mode, you release a goop ball that splits into two equal halves on impact, unless it is already the smallest goop ball allowable. Fun Fun!

-Minigun- Alt Fire has 3 toggleable firing modes, one is standard, another is a precision-based firing mode.
< 8-11-04 > Minigun will now have a little greater accuracy when crouching and firing. < 8-11-04 > Now, the minigun has a super powerful firing mode that if overused, will overheat. It has a fun feel to it.

-AVRiL- Features a toggleable set of infantry based smaller missles. Primary Fire fires a payload of missles in a spiral, (the amount of missles being spawned is being decided, probably either 4 or 5), and alt fire mode that launches the missles repeatedly with automatic reloading.

-Mine Layer- A new EMP minetype, Yes, EMP as in Electro-Magnetic Pulse. Stronger vs. Vehicles than standard mines. But slower moving.

-Grenade Launcher- Spring loaded Velocity at release of the firing button, (Like the Assault Rifle Grenade Fire), And toggleable grenade Types, One is Standard, the other is super sticky and sticks to any surface immediately without bouncing. Great for traps!

SCREENSHOTS:

Here's a look at the new lightning arc stuff.
http://img.photobucket.com/albums/v188/GlassBoy/LightningBranch01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/LightningForked01.jpg

And a close up incendiary explosion.
http://img.photobucket.com/albums/v188/GlassBoy/CloseIncendiary01.jpg

Here's a good look at the different shock colors.

http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle01.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle02.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle03.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle04.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle05.jpg
http://img.photobucket.com/albums/v188/GlassBoy/Large Battles/ShockRifleBattle06.jpg

and other stuff...
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Rocket_2.jpg
http://img.photobucket.com/albums/v188/GlassBoy/R_1st_Flak_5.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowComboFrame1.jpg
http://img.photobucket.com/albums/v188/GlassBoy/RainbowCombo/RainbowCombo1.jpg

VIDEOS:

Half of the weapons in action from about a month ago here, The current weapon effects are better than the ones shown here, But this will give a basic idea: http://download.beyondunreal.com/fileworks.php/raffi/ultimatemayhem.zip
 
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T2A`

I'm dead.
Jan 10, 2004
8,752
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36
Richmond, VA
Do the reflecting hitscan weapons do it all instantly and kill framerates like a reflective Shock Rifle I saw a while ago?
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Turns2Ashes said:
Do the reflecting hitscan weapons do it all instantly and kill framerates like a reflective Shock Rifle I saw a while ago?

Yes, but it shouldn't kill framerates too badly. it all really depends on how much beam is in the scene.
 

hyrulian

Rainbow Brite
May 20, 2001
9,548
0
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42
Chula Vista, CA
hyru.ath.cx
Short answer: Soon!

Long answer: Don't know how soon. It already seems to have been delayed a little bit due to some maps not being ready for private beta testing yet. Ask Raffi_B for an "official" answer. :)
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Hyrulian Hero said:
Short answer: Soon!

Long answer: Don't know how soon. It already seems to have been delayed a little bit due to some maps not being ready for private beta testing yet. Ask Raffi_B for an "official" answer. :)


Yup soon. I updated the Top post again, with another idea. Now the mayhem minigun will be more accurate when crouching. ;)
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
36
Richmond, VA
Any way you can make the Shock Rifle and Lightning Gun update their reflection every tick so as to not have people's computers take a dump when they shoot it?
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Turns2Ashes said:
Any way you can make the Shock Rifle and Lightning Gun update their reflection every tick so as to not have people's computers take a dump when they shoot it?

Probably not, it wouldn't work well, because the server would have a different framerate than the client most likely, and the beams would be spawned out of sync. At least i think so...
 

T2A`

I'm dead.
Jan 10, 2004
8,752
0
36
Richmond, VA
Sorry if me asking all these questions is annoying. I remember reading something that said it's possible to force ragdolls to look almost the same to everyone online, so it's probably possible to do something similar for the reflective beams. Maybe when you're online, the position of the player and where they're aiming could be sent to the server, then it could handle all reflections itself and update them with its tick. Isn't that how projectiles work online?
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Nickless said:
!!! Reflecting shockbeams!!! That is exactly what I wish to do in my weapons pack for UT99, can I see how it was coded??

Cool weapons are those!!

Well, the part to get the shockbeams reflecting was pretty hard to do. But the part to get the 6 different beam colors was a living nightmare. So much colors and settings, different effects shaded to different colors, different alphas, i had to make over 80 classes because i was having too much trouble getting them to work correctly online. You can see how they're done when the mutator is released with BUFBP2.
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Another update. Bio Rifle has a new feature described in the head post.
 
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Old Gil

°J2°'s resident lagger
Jun 20, 2004
406
0
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35
nice dude, looks great. but just dont use yellow text on grey background, i dont like highliting things to read them :'(
 

GlassBoy

Nano-augmented Modder
Jan 6, 2004
169
0
0
Old Gil said:
nice dude, looks great. but just dont use yellow text on grey background, i dont like highliting things to read them :'(

K, fixed that.

The mutator is mostly done, The only things that remain are balancing of weapons, testing, and such.

Makes me a little sad too, I was having fun adding new features until all the sudden i ran out of ideas and space :hmm: