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Help/niut.txt
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Help/niut.txt
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-------------------------------------------------------------------------------
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NIUT 1.24 Mutator for UT (No Item Unreal Tournament)
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-------------------------------------------------------------------------------
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Version: 1.24
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Created: 03/07/00
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Author: Mike Fox (a.k.a. ArtfulDodger)
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Contact: mfox@legendent.com
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URL: www.planetunreal.com/niu
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-------------------------------------------------------------------------------
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Overview
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--------
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Everyone plays with the same weapon(s) and has more or less the same items at
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all times. This makes the game play focus on combat skills, rather than item
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gathering and controlling. Most matchups are very even and the winner is be the
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one who makes the best use of the current weapon / items. If you are killed, it
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*won't* be because the other guy has a better weapon or the power armor etc.
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<g>. Weapons can be cycled (default) or you can have everyone have all the
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specified weapons at all times so you can have a Redeemer + Sniper Rifle +
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Minigun game, for example.
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-------------------------------------------------------------------------------
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Features
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--------
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New UI for setting almost all NIUT options in-game.
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Everyone plays with the same weapon(s) at all times.
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Weapon changes every X seconds.
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Weapon is chosen from a configurable list of weapons and this *should* work
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with any Weapon-derived classes, even non-UT weapons (including the Unreal
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weapons, although this hasn't been tested yet).
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Weapons are selected randomly or sequentially.
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If weapons are selected randomly can optionally force all weapons to be used
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at least once before restarting the selection process.
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Plays a warning sound just before weapon is changed.
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To have some weapons used more frequently that others, just put these in
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ExtraWeaponClassStrings in niut.ini so they are specified more than once.
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Can optionally have the server increment everyone's health automatically.
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Can specify health that everyone starts out with (e.g. 5 or 1999) and maximum
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health that server will increment health to (health vials are still limited to
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199).
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Can optionally have server give everyone jumpboots, invisibility and/or the
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damage amplifier at random times and for random durations.
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Can optionally use NIUT to give everyone all specified weapons (ammo increments
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automatically and pickups become health vials).
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Can optionally have server automatically increment ammo for current weapon
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(pickups become health vials).
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Replaces all pickup items in the level with ammo for the current weapon. If the
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current weapon doesn't require ammo, uses health vials. Flags, runes etc. and
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the translocator aren't affected. If weapons aren't being cycled or if ammo is
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being given out automatically, pickups are health vials.
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Can control rate at which ammo is given out and the amount of ammo that weapons
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start out with (e.g. 99 Redeemer warheads <g>).
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Should work with most other mutators, including the Fatboy mutator.
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Tested and should work with all UT gametypes (CTF, Domination, Assault, Last
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Man Standing).
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Tested and works with the UT bots.
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-------------------------------------------------------------------------------
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Installation
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------------
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After installing NIUT, you should end up with the following files in your UT
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system folder:
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niut.ini NIUT configuration file
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niut.int mutator information
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niut.u NIUT mutator code
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and in your UT help folder:
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niut.txt this file
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Fire up UT and start a practice session or multiplayer game. Click on the
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mutators button and make sure the NIUT mutator is included (in the right-hand
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pane) along with any other mutators that you want to use. To configure NIUT,
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access the "NIUT123 Mutator Options" dialog through the "Mods" entry at the top
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of the main UT screen.
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NIUT should work with any of the game types available in the full version of
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Unreal Tournament, although it has a few problems with Last Man Standing as
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noted below.
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-------------------------------------------------------------------------------
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Configuration
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-------------
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All the main NIUT options can now be set through the in-game UI accessed through
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the NIUT123 Mutator Options dialog (under the "Mods" entry at the top of the
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main UT screen). Changes to these settings are saved to the file niut.ini and
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you can restore the defaults by clicking on the "Defaults" button. There are a
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couple of options (mainly sound related) which can be changed by modifying
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niut.ini directly.
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The NIUT options screen requires a 640x480 or greater resolution to be entirely
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visible.
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How do I specify the weapons to use?
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Just check off the weapons that you want to use on the right. Note that the
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Unreal I weapons only work in singleplayer -- they won't fire correctly in
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networked games.
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How do I make weapons cycle (switch periodically)?
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Make sure the "Cycle Weapons" checkbox is checked. When this is checked, the
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"Random Weapons" and "Use All Weapons" settings are used.
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If "Random Weapons" is set, the next weapon to use is chosen randomly,
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otherwise they are cycled in order.
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If "Use All Weapons" is set (and "Random Weapons is set), all weapons will
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be used at least once each time through the list of weapons.
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How do I control how often the weapons switch?
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Set the Min and Max "Time Between Weapons Switches Settings". These can be
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the same value, otherwise the server will constantly pick a random time
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between Min and Max.
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I recommend keeping the weapon switch time at 75.0 seconds or greater,
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and/or limiting how long a particular level is played to 30 mins or less. It
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seems that Unreal Tournament servers can become unstable (more likely to
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crash) if many objects are destroyed/created during a game. Since most of
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what NIUT does involves destroying and creating objects every time the
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weapon changes, following these guidelines may make NIUT servers less likely
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to crash.
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How can I cycle weapons but also have ammo increment automatically?
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Check "Cycle Weapons" and set "Time Between Ammo Increments" to 1.0 or so.
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How do I give everyone multiple weapons at all times?
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Make sure the "Cycle Weapons" checkbox is *not* checked. Everyone will have
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all the specified weapons at all times and ammo will increment automatically
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for all the weapons. All pickups will be health vials (depending on the game
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type).
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How do I control the ammo for weapons?
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You can specify the Initial, Max and Rate for the ammo for all types of
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weapons (the Enforcer and Minigun and most UT and Unreal I equivalents share
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the same settings). The Initial and Max amounts should be obvious. The Rate
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is the amount of ammo per second that is given to the weapon. A value of 10
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means 10 units are given every second, a value of 0.05 means 1/20th of a
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unit per second (so you should get a unit every 20 seconds). Most of the
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default values are reasonable -- you should have lots of ammo as long as you
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don't shoot like a monkey.
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By default, when weapons aren't cycled, the server checks on whether to give
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everyone ammo every 1.0 seconds. You can change this through the "Time
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Between Ammo Increments" setting but 1.0 should be fine in most cases.
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The Redeemer shows up then goes away as soon as the game starts. What's up?
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By default the initial Redeemer ammo is set to 0. This is so players don't
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blow themselves up with it if they hit fire 2x after dying. Also in team
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games it can be annoying to take out the other team's base then have
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everyone respawn with (armed) Redeemers.
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If you are cycling weapons without automatic ammo, or if you really want
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people to be able to fire the Redeemer as soon as they spawn you probably
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want to change this to 1 or higher.
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What are the health options?
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By default, NIUT servers will give 5 units of health to all players every
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second (so your health will regenerate if you are injured).
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You can control the following:
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"Time Between Health Increments": change this to increase/decrease the rate
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at which the server gives out health.
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"Health Increment Amount": controls the amount of health that is given out
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each time.
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"Initial Health": the amount of health that players start out with when they
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spawn into the game.
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"Maximum Incremented Health": the maximum that the server will increment
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health to.
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These settings don't affect health pickups -- these will still increment the
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player's health to a max of 199.
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Games where players can have their health get up to 5000 or so with Super
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Shock Rifles and/or Redeemers are... different.
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A game with the initial and max health set to 5 can be fun too (hit = kill).
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What are power up options?
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If you want you can have the server give everyone one or more power ups (the
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damage amplifier, jumpboots and invisibility) periodically. Set the "Min
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Delay" to 0.0 if you don't want the power up to be used. Otherwise, set the
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Min and Max Delay (these can be the same value otherwise the server will
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constantly pick a random time between Min and Max) to the amount of time
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that you want the server to wait before giving out the power up.
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Similarly, the Min and Max Duration controls how long the power up stays
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active (when the time is up, the power up is removed from everyone).
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While any power up is active, everyone will have it, even if they die and
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respawn.
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Tip: the bots tend to see invisible players pretty well...
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What is the file sloop.bat available on the NIUT site?
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Its a fact of life that most game servers eventually crash. If you use NIUT
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with weapon cycling and a low time between weapon switches, the server will
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be more likely to crash (see How do I control how often the weapons switch?
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above). This "batch" file can be used to run the server so that if it does
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crash, the batch file will restart it automatically. If you run an NIUT (or
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any) UT server, you might want to check this out.
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What's with Last Man Standing games?
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The Last Man Standing game type doesn't seem to interact very well with some
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types of mutators, including NIUT.
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If weapons are being cycled, everything seems to work as expected:
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+if auto-incrementing ammo
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+pickups are health vials, ammo increments fine
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+otherwise pickups are ammo for the current weapon
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+only the current weapon is available
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If weapons are not being cycled:
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+all non-melee weapons are always available
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+NIUT can be used to add
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+Super Shock Rifle
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+Redeemer
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+Chainsaw, Impact Hammer
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+but other weapons can't be removed (and I pbly won't look at this)
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+no health in the level (can always auto-increment health if desired)
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+weapons occasionally get tossed by killed players
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Settings in niut.ini which can be modified directly (not on the options menu).
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WarningSound: controls the switch warning sound
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WarningSoundRepeats: controls number of times to play warning sound
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HealthIncrementSound: sound to play when incrementing health
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-------------------------------------------------------------------------------
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History
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-------
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1.24:
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+Made NIUT work better with other mutators (no longer an Arena mutator).
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+Fix for conflict between Low Gravity and NIUT mutators (Low Gravity was
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forcing jumpboots to be stripped out even if NIUT was set up to use these).
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Solution: have AlwaysKeep() return true for jumpboots.
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+Fix for accessed None warnings in RateSelf (give ammo before putting into
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Pawn's inventory etc.).
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1.23:
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+Added UI support for specifying NIUT settings through Mod menu.
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+Changed bAllWeapons to !bCycleWeapons (less confusing?)
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+WeaponClassStrings -> ExtraWeaponClassStrings (support for new weapons not
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already in UT -- otherwise weapons controlled by individual flags now).
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+Can specify max ammo that any weapon can carry (e.g. limit Redeemer to only
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carrying 1 warhead at a time).
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+Added MaxHealth option for auto-incremented health (199 with Redeemer is fun).
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1.21:
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Better, more flexible way to specify how quickly ammo regenerates. Can also
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specify how much ammo weapons should start out with.
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1.20:
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Option to have all specified weapons available at all times (ammo increments
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automatically for all weapons). This can be used to have Redeemer only or
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Sniper Rifle + Redeemer games for example.
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Additionally, weapons can be cycled as usual with an option to have ammo
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increment automatically ("classic" No Item mode like NIQ for Q2).
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Couple of optimizations.
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1.10:
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Fix for translocator being stripped out of games where it is specified.
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1.00:
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Initial version for full release of UT including support for random jumpboots,
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invisibility and power amplifiers (to all players at once).
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