OK Mayhem is now done. Please check the readme for setup instructions. Lots and lots of fixes .
Changelog
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Replacements- all replacements (unless otherwise noted) are on 2 second respawn no matter the map settings. No more "That guy took ALL THREE BELTS!!!1!"
+All lights replaced with searchlight. Light battery amount left is added to HUD.
+Health pickups have some updated visuals and custom sounds.
+Scuba gear will add a timer to the HUD telling you amount left. Some code change to try to stop the out-of-water breathing, but it's not perfect.
+All jump boots replaced with UT boots with 4 jumps and a HUD tracking of jumps left. 4th messed up Unreal boot jump bug fixed.
+Shield belt, thigh pads, armored vest all have updated code and/or visuals and sound.
+Udamage reclassed and instantly respawns.
+Unreal rifle that messes up the hud is replaced entirely with the UT sniper rifle.
+Quadshot is replaced totally with the Flak. (this is the weapon with the messed up visual).
HUD
+Various timers now pop up to give you info.
+Discreet radar added.
Gameplay/Admin
+Custom announcer sounds. Female and reduced so it is not so spammy.
+Spree messages announce your kill totals for everyone to be jealous of.
+An MH coded pinata mod is added as an option. Only triggered by a monster-caused death if enabled.
+Random trans-LOCATOR replaces the random redeemer.
+New trans will not telefrag monsters and has ability to find the monsterend in any map.
+New trans has custom color and sound to be different than normal trans (if in the map).
+Trans has suppressed run-and-trans to discourage someone from blasting through a map with it.
+Antiboost fixed. If enabled no player damage (self-inflicted or by other players) or boost.
+Ammo reloading amount per tick now configurable.
+Ghost carcass added as an option.
+See ini for line-by-line configuration and setup.
+Various code fixes for stability.
v2 updated to fix a problem in the Unreal sniper rifle replacement and to allow the Andromeda everlasting jumpboots. Also added the source code. Feel free to use as you like in your mods.
Mayhem server controller
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gopostal
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Mayhem server controller
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- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: Mayhem server controller
That's why I was unable to run-and-trans, I thought it was a minor bug, you should've warned me before.ScottyD wrote: +Trans has suppressed run-and-trans to discourage someone from blasting through a map with it.
However you've fixed and improved a lot of stuff, really a great job Scotty, the non-telefragging translocator by itself is worth the effort. This is one of the best MH mutators ever made.
A special thanks goes also to Hermskii for letting us use the {MHM} tag.
Plain Old Telephone Service
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Mayhem server controller
Yeah, when there were 6 MHMs on last night I felt really at home until we switched to JailBreak and I had to spectate.But before that there was a definite sense of team, the chatbox was full of MHM tags. 
- -HellFire-
- Posts: 1356
- Joined: Sat Oct 18, 2008 6:05 am
Re: Mayhem server controller
Indeed.BIOMECH wrote:Yeah, when there were 6 MHMs on last night I felt really at home until we switched to JailBreak and I had to spectate.But before that there was a definite sense of team, the chatbox was full of MHM tags.
It was great to see so much {MHM}'s playing

