//==================================================================== // The MagnetGun version 1.0 // (c) 1998 by Zarniwoop (Jess Crable): // =================================================================== // // The MagnetGun is an "InsantHit" weapon with some unique functions. // Currently, the gun uses the same Ammo that the Rifle does. This may // change in future versions. // // Successfully hitting your opponent using the MagnetGun will result // in several different things. First, if your target is holding a weapon // when hit, the weapon will dislodge and the target will stagger about // for a very brief period of time. Their weapon will continue to float // to you as long as you continue holding the fire button down. Releasing // the fire button will cause the weapon to drop to the ground. The target // will also take a small amount of damage and be thrown out of the way. // The force from tearing the weapon from your victims arms causes them // more disorientation than hitting them while they are empty-handed. // // ALT-Fire will Zoom- but if you're currently beaming a weapon using // the Fire button, ALT-Fire will instead blow the weapon up causing // some significant damage to anyone nearby. // // Keep in mind your opponent can still grab their weapon again if they // respond quickly enough. You may get an empty ball of energy in this // case. // // The MagnetGun uses the model from the QuadShotgun that never made it // into Unreal, but is accessible in UnrealED. // // There's a lot of uses for this weapon, and it will take a little // getting used to. The best approach is to keep holding fire down when // attacking- you won't waste ammo too fast, and once the weapon is // dislodged you must keep the fire button down. // // Hit during a game, and type "summon magnetgun.magnetgun" to get // ahold of the MagnetGun! // // You can also automatically replace all Rifles, AutoMags, and/or all // Stingers in any maps with the MagnetGun! The changes will last as long // as the level is in play; no damage will be done. // // To replace all Rifles, type: "summon magnetgun.ReplaceRifle" // To replace all Stingers, type: "summon magnetgun.ReplaceStinger" // To replace all Automags, type: "summon magnetgun.ReplaceAutoMag" // // You can determine whether you want new weapons acquired to automatically switch, or to // continue wielding the MagnetGun unless you manually switch weapons. To change the priority of // the MagnetGun, you need to edit your "unreal.ini" file. Load it up in NotePad, and search for // "WeaponPriority". Increment the numbers, and put the MagnetGun as the highest number. For // example, my list currently reads: // WeaponPriority[0]=DispersionPistol // WeaponPriority[1]=AutoMag // WeaponPriority[2]=ASMD // WeaponPriority[3]=Stinger // WeaponPriority[4]=Eightball // WeaponPriority[5]=FlakCannon // WeaponPriority[6]=GESBioRifle // WeaponPriority[7]=Razorjack // WeaponPriority[8]=Rifle // WeaponPriority[9]=DispersionPower5 // WeaponPriority[10]=MagnetGun // // ------------------------------------------------------------------- // Files: MagnetGun.u -> Put this in your Unreal/system directory. // ================================================================== // // Go to www.planetunreal.com/oddities for more small, unique Unreal // modifications! // // /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ // Legal: // The MagnetGun modification and classes contained within this // modifcation are Copyright (c) 1998, Jess Crable (Zarniwoop). // You can use the MagnetGun modification in your own levels or // modifications, and don't need permission from the author. You // MUST give credit to the author, though, if you do use this // mod. // // Also, do not modify this modification without permission from the // author first. Finally, do not include the MagnetGun modification on // any CD-ROM without the author's permission. // /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ // // ..Zarniwoop // http://www.planetunreal.com/oddities // zarniwoop@planetunreal.com