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GameAmp: Extra mutators within UTComp - like NoAmp

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Forum >> Modding >> UT Comp >> Extra mutators within UTComp - like NoAmp

 
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rmzs Profile
rmzs
View Profile of rmzs
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Joined: 06/16/2004
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Extra mutators within UTComp - like NoAmp 

I'd like to suggest to you to make UTComp the only mutator needed on a server, and thus removing the stress that goes into setting the right mutators on the server.

This would mean to have an option to use the noadrenaline mutator and the nosuperweaponsmutator. (i suggested in an email that u could just kill the adrenaline pickups, but that wont do the trick, u'd still get adrenaline from frags etc.) These two mutators are the only two other mutators used competitive besides UTComp - and there really is no need for them, as they are simple mutators which im guessing could easily be made a part of UTComp (for instance, TheWeaponsMutator (TWM) for UT2003 had the nosuperweaponsmutator built-in).

cheers



06/16/04 10:40 Login to rate this user's post!
emuporium Profile
emuporium
View Profile of emuporium
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Joined: 05/27/2004
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Re: Extra mutators within UTComp - like NoAmp 

Well, you can do that through voting, tdm has super weps off and adrenaline on, same goes for ctf, dm has both off.

if you want to customize it for now you'd have to add your own modes to the ini (which would require admin access), and add the mutators you want, you can easily add mutant or last man standing or whatever gametype you want to the dropdown menu

the standard gametypes listed in the vote menu seem to have adrenaline properly applied, as well as superweapons





06/16/04 19:55 Login to rate this user's post!

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