The NEW PirateDeemerCMM - Features and Functions

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The NEW PirateDeemerCMM - Features and Functions

Post by Hook » Mon Feb 08, 2010 4:07 pm

The NEW PirateDeemerCMM - Features and Functions
=======================================================
Introduction to The NEW PirateDeemerCMM mod for CMM

This is mostly "MUST KNOW" when playing {CMM}

The PirateDeemerCMM mod was something I was looking for, for {CMM} server, but I didn't even know it. :P
One day Gopostal (aka Gopo) asked me if I would like him to code a Redeemer Arena mod just for {CMM}.
It would have most all of the mods I had running on {CMM} and more, but, all put into ONE mod for ease of use and for smoother running of the server.
I said Heck Yeah!

Well, here is what it does.
It has a Small HUD Weapon Icon so it is not so intrusive.
A few of these Features from PirateDeemerCMM were also used in the Later development of the MEATdeemer mod that was built for MEAT's MRS server so you MAY see Some similarity on the surface of the 2 mods.
Some of the features of PirateDeemerCMM are not real apparent unless you know about them or they may also not be "ON".

1) HitSounds - Can be ON or OFF
Makes a "Doink" sound when any player or bot receives damage from YOUR missile's shock wave.
Can be Very Useful for indicating where you missile has "hit" other players and bots, or not.
Especially useful IF the Radar(s) are OFF in the server.

2) RadarTrans - Can be ON or OFF
This is a Special Coded TransLocator for {CMM} that will NOT Telefrag.
It is used for getting around and also has a Radar function.
The radar shows where or rather in what direction other players and bots are located and also how far away in world units they are from you.
It has a range of 7,000 world units maximum, BUT, it does Not differentiate between Real Players and Bots.
Anybody outside of that 7,000 world unit range does Not show up on this Special {CMM} translocator radar.

3) RemoveHealth - Can be ON or OFF
Self explanatory - Removes all Health pickups in the maps played on the server.

4) NoInvisibility - Can be ON or OFF
Self explanatory - Removes all Invisibility pickups in the maps played on the server.

5) GhostDeemer - Can be ON or OFF
When ON, the Redeemer HUD image is a Translucent (see through) skin image.
When OFF, the Redeemer HUD image is a regular Redeemer image.
NOTE: It also changes the RadarTranslocator's HUD image icon in the same way.

6) MyJumpBoots - Can be ON or OFF
These JumpBoots replace any and all UT JumpBoots in the maps.
When you Pick these up and Jump with them, they let out a Whoooo-Hoooo - Hooo while you are flying through the air.
I MAY remove the transloc and just leave this JumBoot section ON. - Great Fun!

7) The Translocator's Radar - Can be ON or OFF also.

8) PirateDeemerRadar - Can be ON or OFF
A Special Coded Enhanced Redeemer Radar that shows Only while Riding (Alt Fire) the Redeemer Missile.
The radar shows where or rather in what direction other players and bots are located and also how far away in world units they are from you.
It has a range of 7,000 world units maximum, like the transradar, BUT, it DOES differentiate between Real Players and Bots. <-(Cool Feature here)
Real Players have White numbers below the radar's cross hair and Bots have Red numbers!
This Not Only Helps you Stay ON Track Hunting REAL Players instead of just going after the easy bots, it also Encourages Hide and Ride because that is the only way you can see the Special {CMM} Missile radar!
Anybody outside of that 7,000 world unit range does Not show up on this Missile radar.

9) PirateDeemerCMM KeepItClean - Can be ON or OFF
Keeps Players from using Bad Language in the server and even from using a Bad Language Name if so set that way.
A Number of options can be set on this part of PirateDeemerCMM to abate the use of any bad language on the server.
This Can replace bad language and can even Kick a Player also.
It can also be set to take away the "Chat" function for the offending player for set amounts of time and for repeat offenses!
This part also Keeps a log of what has taken place and by who and their IP address that can be used for Banning or further action if necessary.

I THINK that is all it does, but it does enough I think.
If I think of anything else that I may have left out here, I will add it! :wink:
ENJOY and Stay Tuned! :mrgreen:
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by *POTS* » Mon Feb 08, 2010 4:42 pm

Hook wrote: If I think of anything else that I may have left out here, I will add it! :wink:
How about adding a NoAmplifier option? There's already so much stuff embedded in the mod, and that's one or probably the only missing thing I can think of. Just an idea.
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by Hook » Tue Feb 09, 2010 9:22 am

*POTS* wrote:
Hook wrote: If I think of anything else that I may have left out here, I will add it! :wink:
How about adding a NoAmplifier option? There's already so much stuff embedded in the mod, and that's one or probably the only missing thing I can think of. Just an idea.
Well, I meant I'll add telling about a feature I MAY have missed. :lol:
BUT, a NoAmplifier option?
What is this?
I have seen it, but I don't use it, so I really don't know what it is. :roll:
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by *POTS* » Tue Feb 09, 2010 6:24 pm

A NoAmplifier mutator (also known as NoUdamage) is a small mutator that removes all amplifiers (udamage, quaddamage, or however you call them) from a map. This mutator is widely used in those Deck16 only servers in order to remove the amplifier on the crate from the map. It's just like using the "KillAll UDamage" command in your system console.

If you may need to remove the invisibility pickups, why not removing also the amplifiers?

You could also use something else to replace all the amplifier pickups with bonus armors for example (like the QuiProQuad mutator).
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by MEAT » Tue Feb 09, 2010 11:08 pm

Okay just my opinion...I may be brutal but I'm honest.
Your PirateDeemer is a regular Deemer...right?
But if it's different I don't see it.
Plus your new jump boots are limited in what they can do.
You and I played AlphaB and we kept maxing out on our jumps because
of the low ceiling for that map. (we couldn't jump very high).
And most of the maps you run on your server are the same way.
It might be a "fun" idea if maps were built vertically but most if not
all maps are built horizontally. Does that make sense?
So, for me, it didn't make sense...even the "yoo hoo" was odd.
The sound was the same as that stupid strangelove mod.

Anyway... where is the on and off switch for these mods?
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by Hook » Wed Feb 10, 2010 9:27 am

MEAT, Yes, it is a "regular" redeemer basically as I said in my above post...
It [PirateDeemerCMM] would have most all of the mods I had been running on {CMM} and more, but, all put into ONE mod for ease of use and for smoother running of the server.
Any other differences were stated in the post above also. :wink:
Plus your new jump boots are limited in what they can do.
You and I played AlphaB and we kept maxing out on our jumps because
of the low ceiling for that map. (we couldn't jump very high).
I didn't have a problem there.
I could get to virtually ANYwhere in the map using those JumpBoots. :wink:
IF you jumped from the highest points in the map, then you would hit the "ceiling" but that is all.
Once up on top of something you don't need to jump any higher.
But yes, I agree, the JumpBoots aren't AS nimble as a transloc, but that is not their function to be.
even the "yoo hoo" was odd.
Odd? Hmm that's odd.
I don't know - I really like it and I think it is Funny!
Everyone else who has tried the JumpBoots has thought they are FUN, Funny and Like them a lot. (Yoo Hoo also) - Me included. :lol:
Anyway... where is the on and off switch for these mods?
The "ON" and "OFF" switches are IN the ini file!
They are admin switchable. :wink:
That is the reason for this whole mod as I stated before, all in one and easy to use. :P
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by MEAT » Wed Feb 10, 2010 11:07 am

Let me try again:

The jump boots work great...I to had no problems reaching higher places, plus
it's a fast way to leave the sense of a crime.
And if you remove the translocator the boots would be a clumsy but effective
way to move around maps.
But the issue I stated earlier is that you're limited in how high you can jump in
certain maps because of map design.
I kept bouncing off what seemed to be sky on a couple maps.
The map just runs out vertically at some point.
Again, not a flaw in the jump boots, great mod, a mod like this would be awesome
for huge maps like DM-BigCityMayhem or DM-Angeltown.
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Re: The NEW PirateDeemerCMM - Features and Functions

Post by Hook » Wed Feb 10, 2010 1:27 pm

MEAT wrote:Let me try again:

The jump boots work great...I to had no problems reaching higher places, plus
it's a fast way to leave the sense of a crime.
And if you remove the translocator the boots would be a clumsy but effective
way to move around maps.
But the issue I stated earlier is that you're limited in how high you can jump in
certain maps because of map design.
I kept bouncing off what seemed to be sky on a couple maps.
The map just runs out vertically at some point.
Again, not a flaw in the jump boots, great mod, a mod like this would be awesome
for huge maps like DM-BigCityMayhem or DM-Angeltown.
I guess it is like using anything else. (even the transloc)
Doesn't work well in ALL maps or situations, but just FUN to have and use IF you choose. :wink: (keyword choose) :wink:

And Man, if I ever get back out to my old home town (Monterrey), keep those ribs and other goodies hot for me because I will look you up! :P
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