Mutator Suggestions

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shan

www.clanterritory.com
Jan 29, 2000
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Map Specific Weapon Limits

Not quite sure how this should be implimented, but I would like to see a mutator that would allow me to limit the number of a specific weapon on a map by map basis. For example, on Road to Kandahar Night, 3/4 of each time will have sniper rifles. I would like to be able to limit this two 1 sniper rifle for the first 6 players and a second when more than 6 are on a team. Not sure if this could be done via random seed at the beginning of a round or what. Would be nice if 3 or 4 people chose sniper rifles if the mutator might rotate through them.

This mutator should allow these types of settings for any weapon on any map.

Teamspeak Game-Channel Binder
I have asked about this one before and I know no one ever made it. Perhaps it is because it is too difficult, but I wanted to throw the challenge out there again.

I would like a mutator that will automatically ensure that a player is in the correct TeamSpeak channel based on their team location in the game.

The would be configured by server side INI, so that the admin could change channel locations if need be.

In addition to this, I would like the option for the Server Admin to limit games to players using Teamspeak...if you are not in Teamspeak, you do not get to play...maybe automatically make them Specs or kick them.

Updated Web Admin Tools
The current website redboxes quite a bit when you initially load pages. Would also be nice if the the mutators page could look at the loaded mutators list and if multi-mut is in there, automatically remove all others from the list so that they do not get loaded twice.
 

Crowze

Bird Brain
Feb 6, 2002
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The first two are on my to-do list. The first one will be part of WeaponSetup. The TS one is difficult, but not too difficult since someone made one for UT2003 (who unfortunately won't respond to my mails :().

However I've been holding it off so long now, Odie will murder me if I don't finish off the new SpeechPad. So I've got a lot on my plate.
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
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I dunno if he's gonna go ahead with this, but in the weapon priorities thread in INF Online, GeoGob said:

Geogob said:
I wonder if I could fix a mutator that takes over weapon priorities without having to touch the player class or something like that. mmmmm. Like where you only have to specify the "root weapon" and where the list is longer. You would have something like an INF_WeapPriority.ini with a list in it, just like with the user.ini, but with a limit of like 255 and where M16A2 would include M16A2_M203 (so you don't have to list all attachements combination... only the main rifle without attachements).

If this can be done, I think it would be the death of weapon priority problems...

Not meaning to push you, crowze, but can we expect the next IWE soon(tm)?
 

cracwhore

I'm a video game review site...
Oct 3, 2003
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Not to be a dick...but...

We need a 'I suck at EAS and I'm crybaby, so I don't want to be Specialist' mutie too (apparently).

Some kind of voting mutie perhaps? Where if the Specialist sucks, he can be voted out for a more experienced player?

A lot of us really miss Specialist and would like to be able to play it every now and then. This is apparently the only thing keeping our two admins from running the game type...

So when you get the chance - how 'bout it Crowze?
 

Neabit

New Member
Oct 10, 2004
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shan said:
Updated Web Admin Tools
The current website redboxes quite a bit when you initially load pages. Would also be nice if the the mutators page could look at the loaded mutators list and if multi-mut is in there, automatically remove all others from the list so that they do not get loaded twice.
Cleeus webadmin include a non active rights management system. This is the problem why it give redboxe by use the webadmin.

I think it's better to remove multimut. Otherwise i cannot change mutatelist without restart server.
 

shan

www.clanterritory.com
Jan 29, 2000
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I have to use multi-mut. Too many mutators to load on the command line. Or do you mean just remove multi-mut from the Webadmin list? If that would work, that would be fine by me.

Oh and Cracwhore, good suggestion, bad delivery. :) Actually I think it would just be good if the Spec could choose not to be spec. You cannot expect a newbie to know how to play. Crac you were once a newbie too, you just seem to have forgotten about it. ;)
 

shan

www.clanterritory.com
Jan 29, 2000
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And Crac is right, the main reason I would not run a spec server is that there is no way to deal with people who do not want to be spec being stuck with it. Makes it frustrating for both the spec and the people on the specs team. What would be cool is if the spec was identified by some inventory item so he/she could just drop it.

Maybe this is a new game mode, but it would be cool if it was an inventory item (such as a pistol) that could be dropped and whoever holds it is spec. An interesting twist would be that, when the spec is killed, if another one of his players picks up the pistol, they become spec. If the other team picks it up and makes it back to extract or their spawn, they win. It would be interesting to see how many times the spec item changed hands in a round and this would add a way for the defending team to win, in addition to protecting their objectives. Kind of like a mobile CD or something....a mix of spec and foxhunt. Well now I am babbling. I will shut up now.
 
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UN17

Taijutsu Specialist
Dec 7, 2003
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You can do that in EAS already. Attackers spawn with the CD in a room. They have to escape to point B while Defenders have to prevent them from escaping with the CD, or any other object. That way you choose who will be the "carrier" and get to escort him to the helipad or zodiac or burning pool of molten rock where the Bearer of the CD must throw it into the fires of Mount Doom less it tempt him towards the darkside of the force.
 

cracwhore

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Oct 3, 2003
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That 'pick up the pistol - become Spec' sounds like a bad idea. The only changes I think that game needs is that maybe the spec can spawn with an SMG and that he can be voted out.
 

Derelan

Tracer Bullet
Jul 29, 2002
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The game needs one of these:
assaultedrifle.jpg
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
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If the defenders take the cd and keep in under cover of a sniperactor, nothing will happen. Put simply: Specialist game starts. Specialist is randomly chosen. Player who doesn't want specialist title types in console something along the likes of either:
'not_specialist_worthy' or
'I suck at EAS and I'm crybaby, so I don't want to be Specialist'
Game restarts, with another randomly chosen player as Specalist.

Attacking team gets only 3 specialist changes. 3rd specialist is stuck with it.
 

Crowze

Bird Brain
Feb 6, 2002
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Yes, thats the problem I'm having with my little mutator, sniper actors. Partly because of the reason you described, and partly because I'm having real problems reading and modifying enum values. I'm tempted to just remove them... but then, spawn camping will be an issue.
 

Crowze

Bird Brain
Feb 6, 2002
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Cambridgeshire, UK
www.dan-roberts.co.uk
No you misunderstood me. I'm writing a mutator to switch the team spawns, so the attackers spawn near the objective and the defenders spawn near the extraction. I'm having real problems with sniper actors, though, since I don't think I can change their team affinity. Beppo/anyone?