In case you cannot find it anywhere else, this mod is available from:
http://people.ce.mediaone.net/serpwidgets/ut.html

This modification allows you to place cameras in your levels that players can 
use to see other parts of the level by activating a trigger.  You can look at 
the sample map (ExtraCam.unr) included with this package to see how they work.  
Just run up in front of one of the control panels and you'll see.


-------------GENERAL INFO-------------------------------------------------------

Features in this Mod:  (* not yet implemented)
-still, rotating, and panning cameras. (* no panning yet)
-FOV of each camera can be set to anything.
-Cameras can be destrictible or invulnerable.
-When the camera is partially damaged, it will arc and spark, and the view will
 display static a percentage of the time based on how damaged it is. (*needs
 improvement)
-Cameras can be made to display occasional static even if they are 
 not destructible.
-Multiple cameras (up to 10) can be viewed from one control panel.
-The same camera can be viewed from multiple (up to 10) control panels.
-IOW, you could have a control panel that views odd cameras, another that views
 evens, and another that views all of them.


Installation:
Extract files to the proper locations as follows:
.u goes into UT\System
.utx goes into UT\Textures
.uax goes into UT\Sounds
.unr goes into UT\Maps

Known Issues, bugs, things worthy of mention:
-Camera Rendering is done on top of the regular rendering, meaning your 
 framerate is lower while viewing through the camera.  Level designers: It is
 helpful to put your viewing consoles where the player will be facing a nearby
 wall while looking through the camera (but it's not absolutely necessary, lower
 framerates will be more tolerable when viewing through a camera)
-Sparking effects are not yet as cool as they should be.
--------------------------------------------------------------------------------



-------------Instructions for level designers:----------------------------------

To place a camera in your level:
1- In Classes->Pawn->StationaryPawn choose MountedCamera and add it like you 
   would any other object.
2- Put and point the camera exactly where you want it to be (duh)
3- Right-click on the camera and edit its properties:

-Set bDestructible to True if you want the camera to be able to be broken.  Set 
Health (under Pawn) to however much damage you want it to be able to take 
before being destroyed.  Generally, destructible cameras are kinda lame 
because then they don't do anything...

-Set CameraFOV to the FOV you want it to have.  Note that going too high on the
FOV will make it difficult to see anything at any distance from  the camera.  
Going lower will zoom it in.

-CameraViewTime is the amount of time the player will look through this camera 
before switching to the next camera in the series.

-CamLocationString is a string (32 chars max) that will display in the upper 
left of the screen when the player is looking through it.  Set this to the name
of the room or area it is looking at.

-RandomStatic is a number from 0.0 to 1.0.  This static is above and beyond the
static shown as a result of camera damage, and will show up in nondestructable 
cameras, too.  0.0 will never show random static, 1.0 will only show static.  
When setting this number, realize that your game will be running at 30 or more 
frames/second, and it doesn't take much static to make it difficult to see 
what's on the screen.  The default is 0.02, which shows a flash once overy 2 or
3 seconds, just for ambience.

-Events->CameraTags should be set.  Each "CameraTag" will tie that camera to 
any CameraTrigger whose "Event" matches it.  IOW you can have one  camera that 
is viewable from multiple control panels. (see explanation at end if this 
doesn't make sense)

-----

Now for the fun part, Rotating Cameras:

To Make a camera that keeps rotating full circle:
-Add a RotatingCamera (under MountedCamera)

-Set the MountedCamera Properties... then set the RotatingCamera Properties:

-Set the RotateTime to the amount of time it takes the camera to make a full
rotation.

-Set the RotateDir to Clockwise or Counterclockwise

-Set the RotateStyle to Either Pitch or Yaw.  Yaw will rotate the way your 
head does when you say no.  Pitch will rotate the way your head does when you
say yes.


To Make a camera that pans back and forth:


-Set the RotExtents to the amount of rotation the camera will go on each
 axis.  Note that 65536 is full circle, but the easiest way to figure
 this out is to:

-set the camera to the initial direction and note the Rotation values in
 the "Movement" section of properties.

-set the camera to its final position and look again (you will need to
 click on the rotation tab to force it to update)

-do the math and you will have your Extents value.

--------

To make the camera available for viewing:

Now you need to set up the viewing console so that you can look through your
cameras.  Place a Triggers->Trigger->CameraTrigger in your level.  When a
player activates this trigger (either directly or by another trigger
instigating it) his view will cycle through any cameras that have any
"CameraTag" matching this trigger's "Event"

-You can also change the sounds used by changing the values under CameraTrigger
 in the properties.



-----Connecting Cameras to Triggers, further explanation------------------------
With a normal trigger, you connect it to the thing it is activating through the 
Event (on the activator) & Tag (on the activatee) properties.  

But say, for example, you have 5 cameras and 3 control panels in your level, and
you want it to be so that:
-control panel 1 can view cameras 1, 2, and 3
-control panel 2 can view cameras 3, 4, and 5
-control panel 3 can view all cameras 

By only having Event and Tag, this could not be done reasonably.  Camera 3 needs 
to be connected to all of the control panels, so I had to expand the Tag concept
into an array.  Instead of using the Tag property, the cameras have a special
list of "CameraTag" properties.  Each one of these can tie the camera to one 
control panel's Event.

To set up the above scenario, you could set the events on the control panels to 
be A, B, and C respectively.  Then on each camera you would set one of the 
CameraTags for each control panel it can be viewed from:
Camera 1 and 2 would be A and C
Camera 3 would be A,B, and C
Camera 4 and 5 would be B and C