HelpingHand

v1.5 by Patrick Freeman - a.k.a. "Mental"


This mutator will causes any 'losing' player to be 'helped' when they respawn,
according to how far they (or their team) are behind.
The 'help' is a better weapon and more health, speed, and strength.

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).

The settings
All settings can be changed in the HelpingHand Configuration Window,
which comes up when you click the "Mods" menu and choose "HelpngHand". ScreenShot
The settings are saved to the file "mentals_mutators.ini" in your UT system folder.
That file is used for all my mutators, with each mutator's settings in their own section.

'scoregap' settings
HelpingHand uses a setting called 'scoregap' to determine how much 'help' a player will respawn with.
You set the 'scoregap' for each game type - "DM gap" for DeathMatch, "Team DM gap" for Team DeathMatch,
"DOM gap" for Domination, "CTF gap" for Capture the Flag, "LMS gap" for Last Man Standing.
It is the difference between 2 scores:
* in a team game it's the leading teams score - your teams score divided by the scoregap.
* in a non-team game it's the leading players score - your player score divided by the scoregap.
(which is shown on your screen as "Spread")

'scoregap' Examples:
For a Deathmatch game, the "DM gap" is set to 2, and you (player1) have 4 frags
and the leading player has 8.
(8-4) / 2 = 2 scoregaps

For a CTF game, the "CTF gap" is set at 1, and you're team has 1,
and the other team has 4.
(4-1) / 1 = 3 scoregaps

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.

Health, Speed, and Strength Settings
These are the 'help' you receive when you respawn.

Health, Speed, Strength Examples (for 2 'scoregaps'):
* If Health, Speed, and Strength are set to 10:
You would respawn with 20 more health, 20% more speed, and 20% more strength than normal.

* If Health, Speed, and Strength are set to 30:
You would respawn with 60 more health, 60% more speed, and 60% more strength than normal.

MaxHealth, MaxSpeed, and MaxStrength Settings
These are the maximum 'helps' you can receive when you respawn.

Fatness
You will get 10% fatter for each scoregap.
This lets you know right away what players are stronger, faster, etc.

Starting Weapon
In addition to health, speed, and strength, you'll be given an extra weapon when you respawn, as listed below.

If you
(or your team)
are LOSING BY
Your
STARTING WEAPON
will be a:
scoregap x 1 ShockRifle
scoregap x 2 BioRifle
scoregap x 3 PulseGun
scoregap x 4 SniperRifle
scoregap x 5 Ripper
scoregap x 6 Minigun
scoregap x 7 Flak Cannon
scoregap x 8 RocketLauncher
scoregap x 9 Redeemer

 

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

 

Version History:
================
v1.5 - bots now get 'help' too, added fatness

v104
- fixed bug so speed resets back to normal when you are not losing
added many new settings so you can customize the 'help' exactly like you want

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.