Missile Mania

A collective redeemer mod for Unreal tournament.

Background:
I've done quite a lot of development for redeemer only servers and even though I'm not personally a great fan of the gametype I do enjoy the challenge of working on weapons as difficult to modify as the redeemer. This trio of gametypes is the culmination of extensive testing and play with careful attention paid to balance and fairness. The mods appear fairly basic on the surface but much like the game "Go" it takes minutes to learn and a lifetime to master.

Gametype breakdown:
The seeking deemer mod is exactly as you think, it tracks you once a lock is gained. To lock onto a player simply fire while you have them directly in your crosshair. Target assignment is automatic and you will be notified immediately that you have a lock. Imagine there is a small ring around your crosshair and anything inside that ring when you press fire will be assigned as the 'target' for the missile and it will lock onto them. Distance is no matter, if you can see them you can target them up to the visual limit of the engine. Missile speed and turning radius are adjustable depending on how deadly you want them to be. The default setting allows tracking but if you practice they can be evaded by a last-second dodge or jump. This is usually why you will see a seasoned player fire several missiles at a player, some locked and some not. The locked ones force the player into position so the unlocked ones can get them. If you are killed your locked missiles will continue, but if you are the target and killed all missiles currently locked on you will lose lock. This prevents them from pointing at you if you respawn while they are still in flight, giving an unfair advantage to the other players.
The sniper deemer is simply a VERY fast redeemer with a strong sniper scope as the alt-fire. Zoom in, find your target, then blast them away. Works quite well on large, urban maps or servers that enjoy regular sniper play. In fact much of the same principles as sniper pertain to this mod and are relevant to success in the game. There is also a funny 'dud' effect if you blow up a deemer with another deemer. 
The goDeemer is simply the regular redeemer but with enhancements to play on larger, more open maps. Regular fire functions as normal but the missile flies about 30% faster. Alt-fire is still player guided but also sped up 30% or so. The HUD has been improved so that enemies are shown farther and cleaner than the default red numbers you have seen before. I brought in the overlay from MH2 and applied it here so the enemies distance appears in white over them and does not move around, even at high differences in elevation. It's hard to explain, but 5 seconds of play will tell you all you need to know.

Some things all the mods share:
There is a custom translocator. Turn off your trans and the game will assign it's own as the default. This trans puck has no beacon light, very low sound, and is reskinned to be hidden easier. It was done this way to allow players to hide it as an escape plan. If the action gets too hot, trans back to your hidden puck and escape. Be warned though, seeking redeemer that have a lock will turn to your new position (heh heh). There are also custom telefrag messages and if you do telefrag someone then it announces it to everyone on the server (well done player!).
Tombstones are droppped on player death and can be picked up by the person who killed them only. This adds a health bonus to the player (+50) and also announces to the others that you have really owned them. Killing someone then taking over their position is the ultimate in humiliation and this ensures that everyone knows it.
Stats are tracked for all players on the server. This stats system is simplistic but works pretty well. Player kills are saved across all three mods and the top ten players are always shown. Caveat: only true kills against another human player are counted to keep someone from harvesting bots to get the top spot. If you are the leader you earned it against human players.

Installation:
Copy the folders to your server installation. Be sure to make your edits (if desired) to the ini files. An ini explanation is provided in the other readme.

Add these two lines to the game ini

ServerActors=RedeemerMania.LinkActor
ServerPackages=RedeemerMania

and restart. Mapvote lines are as such:

RedeemerMania.theSeekerMod
RedeemerMania.SniperDeemerMod
RedeemerMania.goDeemerArena

Be sure to add:  RedeemerMania.IP2Country  to your list of mutators in mapvote to allow the country to list properly in the scoreboard. There is no need to run iptocountry, this mod has it's own embedded into it. Here is a sample mapvote line:
(bEnabled=True,GameClass="Botpack.DeathMatchPlus",NewPrefix="gDM",Mutators="RedeemerMania.goDeemerArena,RedeemerMania.IP2Country",Settings="")

Credits:
Feralidragon, for the endless questions I've had for him and the endless supply of patience he has shown in answering them. The actual seeking code was done by him and he deserves the entire credit for it. I just worked it into the deemer and refined it. 

Lastly...
This will be my final mod and development project for UT. It's been a fun ride, thank you to everyone.



 