Akimbo MultiMags
Version 1.01 by Bane 990914
Introduction
This mod is Unreal v2.24+ specific and won't function if you're using any older version. It is based upon Robert A. French's Multimag 0.2 Beta, although several changes have been implemented (see below). Much like my previous mini-mod, the Akimbo Deathmatch, this mod was created as a response to the numerous requests on the Weapons of Deastruction mod request board (http://www.planetunreal.com/wod/).
The Akimbo MultiMag mod will allow you to use twin "MultiMags" during Deathmatch - or if you use the included Mutators, during any of Unreal gametype. A MultiMag functions much like your ordinary AutoMag, except that it's capable of firing four different types of projectiles. Furthermore, Alt-Fire will not put you in "gangsta mode" - rather, it's used to switch between the various ammo types.
Please note that this document will be placed in your Unreal\Help folder.
Playing the New Gametype
To play an Akimbo MultiMag game, simply chose
the MultiMag Deathmatch gametype among those you'll be presented
with while setting up a match. To enable the Akimbo mode, you
need two MultiMags. Not only is this realistic, it also makes it
much harder to gain the quite powerful akimbo combo.
Unfortunately, this also means that the Akimbo MultiMag mod won't
support Coop weapon mode very well.
You can change some settings - or rather, one setting at this
time - by entering "Game Options" and then
"MultiMag Options". At this time, the mod will only
allow you to modify the time limit used during play. You can set
this to be infinite or between 10 and 90 seconds. When the time
is up, the second gun will be lost.
Note that at this time, dropping a MultiMag during akimbo mode
will cause you to lose both of them and only one will actually be
dropped. This applies to weapons tossed away whenever you get
killed as well. This might change in some future version.
Using the Mutators
You might want to consider trying out the included Mutators instead of using the classic gametype approach to play a game. Two mutators have been included:
OK, how do you use a Mutator, then? Well, there are three ways to do it, but all of them share the following command line:
<your map>.unr?mutator=AkimboMM.<the desired Mutator>?game=<the desired game type>
If that didn't make any sense at all to you, take a look at the following examples:
DM Radikus, Automags and Miniguns replaced,
along with the Shellboxes and Clips:
unreal://dmradikus.unr?mutator=AkimboMM.AMMMute?game=UnrealShare.DeathmatchGame
DM Radikus, all guns and ammunition
replaced:
unreal://dmradikus.unr?mutator=AkimboMM.AMMFullMute?game=UnrealShare.DeathmatchGame
The obvious drawback of using Mutators is that it's a tad bit more complex than just launching the gametype. On the other hand, they will allow you to combine the Akimbo MultiMags with any gametype on any map. Furthermore, if you rename "AkimboMM.int", which contains the gametype definition, into say "AkimboMM.int2" or whatever, you'll end up saving one of those precious 16 gametype slots.
If you wish to use Mutators in multiplayer games, add the command "?listen" at the end of the line, e.g.:
unreal://dmradikus.unr?mutator=AkimboMM.AMMFullMute?game=UnrealShare.DeathmatchGame?listen
Changes Made to the Original MultiMag
Known Bugs
When you launch a mod for the very first time,
an ini-file is created for it. Several standard settings used in
Deathmatches are copied into this file, so that they may be used
and modified later on. While these setting override the standard
ones, any changes made from within Unreal will be saved to the
main ini-file, Unreal.ini, and not to the seperate mod files. So,
no matter how much you try, you will find that Unreal refuses to
use your changes.
Now, there are a few ways around this. For instance, if you wish
to spawn a few extra bots, you could use the console command
"AddBots" (hit TAB while within the game and type
AddBots followed by the number of bots you wish to add). Another
option - and the only one in most cases - is to manually edit the
mod's ini-file (in this case AkimboMM.ini) with a text editor.
There is a bug more specific to this mod, however. At times, when
you pick up a second MultiMag, the fire rate will get
(temporarily) messed up. It's a bit annoying, but it does not
seem to happen that often. I'll fix this in a future
release.
Cheers!
Bane