[Setup] Product=Random Weapon Version=100 Archive=Random_Weapon.umod SrcPath=. MasterPath=.. Requires=UnrealTournamentRequirement Group=SetupGroup Group=RandomWeaponGroup Group=umodIncludeFilesGroup [UnrealTournamentRequirement] Product=UnrealTournament Version= [SetupGroup] Copy=(Src=System\Manifest.ini,Master=System\Manifest.ini,Size=483,Flags=3) Copy=(Src=System\Manifest.int,Master=System\Manifest.int,Size=540,Flags=3) [RandomWeaponGroup] File=(Src=System\RandomWeapon.u,Size=2598) File=(Src=System\RandomWeapon.int,Size=165) [umodIncludeFilesGroup] File=(Src=RWReadMe.txt,Size=635) [Setup] LocalProduct=Random Weapon ReadMe=RWReadMe.txt SetupWindowTitle=Random Weapon Mutator Setup AutoplayWindowTitle=Random Weapon Options ProductURL=mailto:theknightargent@mediaone.net VersionURL=mailto:theknightargent@mediaone.net Developer=The Knight Argent DeveloperURL=mailto:theknightargent@mediaone.net [UnrealTournamentRequirement] LocalProduct=UnrealTournament ProductURL=http://www.unrealtournament.com/ VersionURL=http://unreal.epicgames.com/ Developer=Epic Games, Inc. DeveloperURL=http://www.epicgames.com/ Сƒ*žD(@ { АрїсогП x3p (NoneGenerateWeapon RandomWeapon ModifyPlayer PreBeginPlay IsRelevantCoreEngineSystem enforcerPackageClass TextBufferObjectPawnActorWeaponMutatorObjectProperty BoolProperty IntPropertyClassProperty FunctionOtherDefaultWeapon NextMutatorbSuperRelevantripper minigun2 UT_EightballUT_FlakCannon ut_biorifle ShockRifle PulseGunBotpack ByteProperty SniperRifle ReturnValue ScriptText intRandom€Š€’“ ‘-‡+wˆ*ˆ   €•<a/! (' ƒ џџџџџџџџџџџџџџџџџџ<жwƒ1ЙђpŠ~NYƒ1ЙђpŽ”D‡ € Ьˆ’Ї,& !& –† /, † =, —† K, œ† Y, š† g, ›† u, ˜† ƒ, ™† џџ €†Mclass RandomWeapon expands Mutator; function PreBeginPlay() { DefaultWeapon=GenerateWeapon(); } function ModifyPlayer(Pawn Other) { DefaultWeapon=GenerateWeapon(); if ( NextMutator != None ) NextMutator.ModifyPlayer(Other); } function bool IsRelevant(Actor Other, out byte bSuperRelevant) { if (Other.IsA('Enforcer')) { return false; } return true; } function Class GenerateWeapon() { local int intRandom ; intRandom = Rand(8) + 1; switch( intRandom) { case 1: return Class'Botpack.UT_Eightball'; //Rocket launcher break; case 2: return Class'Botpack.Ripper'; //Ripper break; case 3: return Class'Botpack.PulseGun'; //Pulse rifle break; case 4: return Class'Botpack.Minigun2'; //Minigun break; case 5: return Class'Botpack.UT_FlakCannon'; //Flak Cannon break; case 6: return Class'Botpack.UT_BioRifle'; //BioRifle break; case 7: return Class'Botpack.ShockRifle'; //ASMD break; case 8: return Class'Botpack.SniperRifle'; //Sniper Rifle break; } }    ўџџџ " џџџџ џџџџ §џџџ§џџџ џџџџ ўџџџ џџџџ# џџџџ ўџџџ џџџџ  џџџџ  џџџџ џџџџ ўџџџ§џџџ§џџџ§џџџ ќџџџ ќџџџ! ќџџџ  ќџџџ$ ќџџџ ќџџџ ќџџџ ќџџџŒ ' _ ‰ k ‰ x …“4E ‹ y …•-F ƒgs …”!Z% {…CG‘ %J&4XX[Public] Object=(Name=RandomWeapon.RandomWeapon,Class=Class,MetaClass=Engine.Mutator,Description="Random Weapon, Randomizes the weapon the player respawns with.") Random Weapon Mutator Version 100 Written by: The Knight Argent (theknightargent@mediaone.net) Thanks and kudos to GreenMarine. Without his aid, I would not have come this meager distance. :) OK, enough with that. This mutator is simple. It randomizes your starting weapon every time you spawn. It will NOT give you the Enforcer or the Impact Hammer, and it will not give you the Redeemer. It is meant to speed up play and even the field a bit. Have fun! One technical note: As of this version, Random Weapon will remove ANY Enforcers from the level you're playing. I'm looking into changing that. TKA System\Manifest.inimSystem\Manifest.intmSystem\RandomWeapon.u‰& System\RandomWeapon.intЏЅ RWReadMe.txtT{ЃХуŸЯˆпЄb