HelpingHand

v103 by Patrick Freeman - a.k.a. "Mental"


This mutator will causes any 'losing' player to be 'helped' when they respawn.
The 'help' is a better weapon, more health, more speed, and higher damage
according to how far the player is behind.

It works in both team (CTF, DOM, Team DM) and non-team (DM and LMS) games.

* In a non-team game, the players score is used to determine if 'help' is to be given.
* In a team game the team score is used to determine the 'help' a player might receive (if the team is losing).

This mutator uses 2 settings: 'score gap' and 'maxspeed'.
These settings can be changed in the HelpingHand Configuration Window,
which comes up when you click the "Mods" menu and choose "HelpngHand".

The settings are saved to the file "mentals_mutators.ini" in your UT system folder.
The are under the "HelpingHand" section.

maxspeed
limits how high the speed help will go,
since some players actually do *worse* with too much speed.
This number is the maximum that a players speed can be boosted (times normal speed).

score gap
is the difference between 2 scores:
* in a team game it's the difference between the highest team score and your team score.
* in a non-team game it's the difference between the highest player score and your player score.
(which is shown on your screen as "Spread")

So if your winning (or you are on the winning team) you will not get help,
otherwise you will, as long as the 'score gap' has been met.
You'll get the 'help' listed below.

If you
(or your team)
are LOSING BY
Your
STARTING WEAPON
will be a:
You will start with
this much
HEALTH
Your
SPEED & DAMAGE
will be increased to:
score gap x 1 ShockRifle 110 1.1 x normal
score gap x 2 BioRifle 120 1.2 x normal
score gap x 3 PulseGun 130 1.3 x normal
score gap x 4 SniperRifle 140 1.4 x normal
score gap x 5 Ripper 150 1.5 x normal
score gap x 6 Minigun 160 1.6 x normal
score gap x 7 Flak Cannon 170 1.7 x normal
score gap x 8 RocketLauncher 180 1.8 x normal
score gap x 9 Redeemer 190 1.9 x normal

 

Example:
If the 'score gap' for a particular game type (such as DeathMatch)
was set to 2 (which is the default), then...

If you (or your team) were losing by 2 points ( score gap x 1 ), you would re-spawn with:
the Shock Rifle, 110 health, speed and damage 1.1 times normal

If you (or your team) were losing by 4 points ( score gap x 2 ), you would re-spawn with:
the Bio Rifle, 120 health, speed and damage 1.2 times normal

If you (or your team) were losing by 6 points ( score gap x 3 ), you would re-spawn with:
the PulseGun, 130 health, speed and damage 1.3 times normal

and so on... you get the idea.

Any comments, bug reports, etc.
email me at -
patrickf@oz.net

Version History:
================
v103 - switched to common 'ini' file for all my mutators
v102 - added all the team game types (except assault), added 'maxspeed' setting.
v100 - Initial Release

Improvements planned:
==========================
make it work with assault - that's gonna be a bit tricky.
got any ideas?

Credits/Thanks:
===============
Tim Sweeny's tutorial docs, which were an indispensable aid.
Ben Coleman, his mutator "CatchUp" is the 'foundation' of HelpingHand, thanks Ben!

Disclaimer/Legal stuff:
=======================
I've tested it but use it at your own risk (although I don't know of any risks).
This Mutator is Copyright 2000 by Patrick Freeman
Please do not try to make money with this, or distribute it under a different name, etc.
If you do use my code in someway I would be grateful of some kind of acknowledgement.