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removing a mutator from a map?

 
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Todd

External


Since: Jan 12, 2005
Posts: 121



(Msg. 1) Posted: Sun Dec 30, 2007 1:33 pm
Post subject: removing a mutator from a map?
Archived from groups: alt>games>unreal>tournament (more info?)

There are several really nice amateur made maps out there which I'd
really love to play on my lan, or just me against bots. But there's
some kind of mutator or code built into the map, that forces me to
play a way I don't want to play. For example, there's several ctf
maps where the bots double, or even triple up; say I'm playing 3 on 3,
with myself as the only real player; there'll be five extra bots in
the map. Or there's a mutator that takes away all weapons you're
spawned with. If I play LMS, or use the No Item or All Weapons
mutators, there ends up being no weapons.

There's also one map that wouldn't let me spawn in. I tried it
without my mutators, and it still wouldn't run. (Although, I was
playing Carry the Flag, rather than standard ctf.)

Can anyone tell me how to go about using UnrealEd to find and remove
these particular chunks of code?

Thanks.

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Todd

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Since: Jan 12, 2005
Posts: 121



(Msg. 2) Posted: Sun Dec 30, 2007 1:37 pm
Post subject: Re: removing a mutator from a map? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Todd <noone.TakeThisOut@nowhere.com> wrote:

>There are several really nice amateur made maps out there which I'd
>really love to play on my lan, or just me against bots. But there's
>some kind of mutator or code built into the map, that forces me to
>play a way I don't want to play. For example, there's several ctf
>maps where the bots double, or even triple up; say I'm playing 3 on 3,
>with myself as the only real player; there'll be five extra bots in
>the map. Or there's a mutator that takes away all weapons you're
>spawned with. If I play LMS, or use the No Item or All Weapons
>mutators, there ends up being no weapons.
>
>There's also one map that wouldn't let me spawn in. I tried it
>without my mutators, and it still wouldn't run. (Although, I was
>playing Carry the Flag, rather than standard ctf.)
>
>Can anyone tell me how to go about using UnrealEd to find and remove
>these particular chunks of code?
>
>Thanks.


I'm talking original UT, by the way. Although I suppose I've had the
same problems with some 2k3 and 2k4 maps. Matter of fact, I can't
play some 2k3 maps in 2k4 because of incompatible code (2k3 jump
boots, for example). But mostly the original.

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goPostal

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Since: Mar 20, 2006
Posts: 213



(Msg. 3) Posted: Sun Dec 30, 2007 2:58 pm
Post subject: Re: removing a mutator from a map? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Todd" <noone DeleteThis @nowhere.com> wrote in message
news:fp2gn31roo51mu9f8bfnhl6tem0vgqpa01@4ax.com...
> There are several really nice amateur made maps out there which I'd
> really love to play on my lan, or just me against bots. But there's
> some kind of mutator or code built into the map, that forces me to
> play a way I don't want to play. For example, there's several ctf
> maps where the bots double, or even triple up; say I'm playing 3 on 3,
> with myself as the only real player; there'll be five extra bots in
> the map. Or there's a mutator that takes away all weapons you're
> spawned with. If I play LMS, or use the No Item or All Weapons
> mutators, there ends up being no weapons.
>
> There's also one map that wouldn't let me spawn in. I tried it
> without my mutators, and it still wouldn't run. (Although, I was
> playing Carry the Flag, rather than standard ctf.)
>
> Can anyone tell me how to go about using UnrealEd to find and remove
> these particular chunks of code?
>
> Thanks.
>

Easiest way would be to use killbots (number) in the console. You can remove
a mut through editor but you risk messing the map up, and it certainly wont
run online anymore (incompatible). You can use allweapons mut but if there
is no weapon spawn actor you still mont get any. Use giveall then loaded if
you want to play around would be safest.
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