and make a mutator that replaces another weapon with it if you want.
(,
Thu 21 Apr 2005, 20:58,
archived)
see they want to put it on the server or whatever, if you're up for it too. I'm new to UT so dont know about mutators, I just like to play. Thanks tho

(,
Thu 21 Apr 2005, 21:04,
archived)
it's another way of desiging mod support for a game. Instead of having a replacement server dll like the quake/halflife mods do... it's a set of unrealscript classes that can be enabled and can affect the game in any way you really feel fit.
The nice difference about this way of doing things is that you can have multiple mutators running at the same time (as long as they don't conflict with each other in operation).
in ut2k4 they have the support added for "Total conversion mods" which are able to overide most of the normal script classes to the extent that you can make an entirely new game from scratch. Using this framework people have done crazy things... the alien swarm mod for example is very incredibly cool, but you wouldn't call it a "ut2k4 mod".
(,
Thu 21 Apr 2005, 21:18,
archived)
The nice difference about this way of doing things is that you can have multiple mutators running at the same time (as long as they don't conflict with each other in operation).
in ut2k4 they have the support added for "Total conversion mods" which are able to overide most of the normal script classes to the extent that you can make an entirely new game from scratch. Using this framework people have done crazy things... the alien swarm mod for example is very incredibly cool, but you wouldn't call it a "ut2k4 mod".