Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

User:OlympusMons

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Revision as of 09:44, 14 January 2009 by OlympusMons (Talk | contribs)

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Who am I

Well Im OlympusMons thats who :P Ive done a fair bit over the years regarding making games and such. Unfortunally none of it has really been completed, mainly because of a lack of organisation on my part. Ive been an active member on the unreal wiki for some time and am glad to be contributing something back now that my skills are better.
Olympus Mons


Work Ive done

Graphics / Modelling
http://www.3dmpg.com/ is based in Perth, Australia.
Mods
Mutators
MotionBlurPC
Newtators Mutator pack for UT3
UC2004
I am inactive atm but I spent alot of time with a mod called UC2004 [[1]] which is a remake of Unreal Championship 2 for PC using the UT2004 engine.
UnrealWiki Contributions
UT3
UT2004


Work Im doing

Mods
Project: Triggerman
Gametypes
Attrition Gametype for UT3
Mutators
[ Mutatoes Mutator pack for UT3]


Skills

Modelling

Ive been modelling in 3dsmax since version 2.5, developed a small menu plugin called Quadmx7 which isnt publicly released. More recently this plugin has been upgraded for 3dsmax 9, now called QMX9.

Graphics

I learnt the Adobe Suite while doing a few TAFE courses, Photoshop and Illustrator are my strong points, I can use Premiere and Indesign also. Ive learnt alot more since doing these courses and am always looking to expand my skills. The Visual Arts and Technology course I did covered alot of stuff though not related directly to technology like design fundamentals, drawing foundations and design visualisation. There was some art critique involved but I really didnt like that as I prefer to do critiques on stuff where my knowledge is best, namely the interactive entertainment industry.

UnrealScript

For the last few years and I dabble in unreal scripting, Im really happy at where this is going and thanks to you guys Im 10x better than when I started. UT3 is proving to be really good for me and having started with UT2003 I think Ive come along way in that time, its good to finally get into alittle UE3 stuff. Its great to finally be able to see and use the upgrades to Unreal Script.


Rants

OlympusMons/Rants
(21/04/2007) Platforms and crossing the border!
(27/10/2006) Epic, UE3, UT2007 and the future...
(11/09/2006) Total Conversion Woes


Conclusion

My knowledge of games and game design is quite large but theres always more to learn. Thats what really attracted me to the wiki, this is a great place for people of all skills and skill levels to come, learn and contribute. I hope to add a little to the wiki myself and as time goes by, I hope to improve on my skills as well as help others improve on thiers.
Anyways you've probably heard enough by now.
Off you go do some modding! ;)


Contact Me

Forum

MonsOlympus on Beyondunreal Forums and Epic Games Forums

IRC

MonsOlympus on EnterTheGame

Email

(only via the Unreal Wiki's E-mail user feature)


Mutator Framework

Key

Italic: Stock UT3 Class
Bold: Custom Class

Class Tree


Flowcharts

DbMutator GameX-Flow.gif

Source
UTGame_Data
//===================================================
//	Class: UTGame_Data
//	Creation date: 11/12/2008 21:03
//	Last updated: 20/12/2008 00:30
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//Cutdown Version
//===================================================
class UTGame_Data extends UTData;
 
//---------------------------------------------------
var string CurrentMap;				/// Name of the Loaded Map
 
/** Factory Replacement/Per Map Factory Replacement */
var UTData_FactoryReplacer FactoryData;
var class<UTData_FactoryReplacer> FactoryReplacerDataClass< SEMI >
 
/** This mutator uses Per Map Setting from the FactoryReplacer */
var config bool bUse_PM_Set;
 
//---------------------------------------------------
 
function InitFactoryReplacer(string CurrentMap){
	local int iMap;
 
//	CurrentMap = WorldInfo.GetMapName(true);
 
	if(FactoryReplacerClass != None)		FactoryData = new(self) FactoryReplacerClass< SEMI >
	if(FactoryData == None)		return;
 
	if(FactoryData.bUsePerMapSettings)	{
		`logd("Using Per Map Factory Replacer Settings!",,'GameData');
		//TODO: Parse commandline options for this?
		iMap = FactoryReplacer.PerMapFactorySettings.Find('Map', CurrentMap);
		if(iMap != INDEX_NONE)	{
			FactoryData.SetupPerMapData(iMap);
		}else	{
			`logd("Using Global Factory Replacer Settings!",,'GameData');
			FactoryData.AddDummyMapEntry(CurrentMap);
		}
	}
 
	//FactoryReplacer.ReplacementFactories.FactoriesToReplace
}
 
//TODO: Support for any factory, vehicles, weapons, etc
function FactoryReplacement(NavigationPoint Other){
	local int j, iMap, iFactory;
 
	if(FactoryData == None)		return;
 
	if(FactoryData.FactoryGroup != 'FT_Vehicle')	{
		//Replace Factory
		for(j = 0;j < FactoryData.Length();j++)	{
			if(Other.IsA(FactoryData.ReplacerFactories[j].ReplacedFactory) &&
				!Other.IsA(FactoryData.ReplacerFactories[j].ReplacedWithFactory))
			{
				ReplaceWith(Other, FactoryData.ReplacerFactories[j].ReplacedWithFactoryPath);
				`logd("Factory: "$Other$" Replaced With: "$FactoryData.ReplacerFactories[j].ReplacedWithFactoryPath,,'FactoryReplacer');
				return false;		//NewFactory.InitializePickup();
			}
//			else if(ReplacementFactories[j].ReplacedWithFactory ~= "Remove"){
//				Factory.Deactivate();			//Deactivate Factory!
//			}
		}
 
		iMap = FactoryData.PM_FactorySet.Find('Map', CurrentMap);
		if(iMap != INDEX_NONE)	{
			//TODO: Will add entry for every factory in the map, do not want!
			iFactory = FactoryData.PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', PickupFactory(Other).Name);
			if(iFactory == INDEX_NONE)	{
				FactoryData.AddPerMapEntry(iMap, PickupFactory(Other));
			}
			else if(iFactory != INDEX_NONE)	{
				FactoryData.UpdatePerMapEntry(iMap, PickupFactory(Other));
			}
		}
	}else{
		if(UTVehicleFactory(Other) != UTVehicleFactory_TrackTurretBase(Other))
			ReplaceVehicle(UTVehicleFactory(Other)); //Mutator
//		ModifyVehicle(UTVehicle(Other));
	}
}


UTGameRules_Info
//===================================================
//	Class: UTGameRules_Info
//	Creation date: 12/12/2008 19:35
//	Last updated: 12/12/2008 19:35
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//===================================================
class UTGameRules_Info extends GameRules;
 
//Dont really need the mutator, link through mut to get at gamedata?
var UTGame_Data Gamed;
 
//WorldInfo.Game
 
function bool OverridePickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup, out byte bAllowPickup)
{
	//Only Pawns have inventory managers?
	InvMgr = UTInventoryManager(Other.InvManager);
 
	if(Pickup != None && UTPawn(Other) != None)
		return super.OverridePickupQuery;
 
	if((NextGameRules != None) &&  NextGameRules.OverridePickupQuery(Other, ItemClass, Pickup, bAllowPickup))
		return true;
}
 
function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
{
	var PlayerReplicationInfo	EnemyPRI;
	var PlayerReplicationInfo	InjuredPRI;
//	var PlayerController		EnemyPC;
	var Pawn					EnemyP;
	var bool					bEnemyIsInfantry;
	var bool					bEnemyIsBot;
	var int						EnemyTeam;
 
	//if(NextGameRules != None)
	//	NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType);
 
	if(!WorldInfo.Game.IsInState('MatchInProgress') ||
		(injured == None && instigatedBy == None))
	{
		Damage = 0;
		return;
	}
 
	EnemyPRI = instigatedBy.PlayerReplicationInfo;
	InjuredPRI = injured.PlayerReplicationInfo;
	//EnemyPC = PlayerController(instigatedBy);
	EnemyP = InstigatedBy.Pawn;
 
	if(EnemyP == UTPawn(InstigatedBy.Pawn))
		bEnemyIsInfantry = true;
	else if(EnemyP == UTVehicle(InstigatedBy.Pawn))
		bEnemyIsInfantry = false;
	else
		bEnemyIsInfantry = true;
 
	//Enemy isA UTBot
	if(UTBot(instigatedBy) != None && UTBot(injured.controller) == None &&
			UTBot(injured.controller) != UTBot(instigatedBy))
	{
		bEnemyIsBot = true;
	}
 
	if(instigatedBy != None)	{
		if(EnemyP == injured)	{	//Self-Damage
			if(EnemyIsInfantry)		Gamed.DoInfantrySelfDmg(bEnemyIsBot);
			else					Gamed.DoVehicleSelfDmg(bEnemyIsBot);
		}
		//Damage From EnemyPawn
		else if(injured != instigatedBy)		{
			//Team Damage
			if(InstigatedBy.GetTeamNum() != Injured.GetTeamNum())		{
				Gamed.DmgFromEnemyTeam(Injured, EnemyP, EnemyTeam, bEnemyIsInfantry, bEnemyIsBot)
			}else{
				//Gamed.DmgFromInjuredTeam(EnemyP, EnemyTeam, bEnemyIsInfantry, bEnemyIsBot)
			}
 
			//Old Team Damage
			//if((EnemyPRI != None) && (injured.PlayerReplicationInfo != None) &&
			//	((EnemyPRI.Team == None) || (EnemyPRI.Team != injured.PlayerReplicationInfo.Team)))
 
			//Gamed.DamageFromEnemy(EnemyP,EnemyPRI,bEnemyIsInfantry,bEnemyIsBot)
		}
	}
}
 
function ScoreKill (Controller Killer, Controller Killed)
{
	//Links to Game_Data
}


UTMutator_GameExpansion
//===================================================
//	Class: UTMutator_GameExpansion
//	Creation date: 06/12/2007 08:10
//	Last updated: 03/01/2009 10:25
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//SuperClass for all Game Expansion types
//covers alot of the base functionality which will
//be reused alot through these.
//TODO: Can be used to auto assign groups based on what
//adjustments are made.
//===================================================
class UTMutator_GameExpansion extends UTMutator
	abstract;
 
/** Version number for this Game Expasion Mutator. */
var int Mut_Ver;
 
/** */
var UTGame_Data UTGameData;
var class<UTGame_Data> UTGameDataClass< SEMI >
 
/** Controller for this Mutator. Not a good idea to use this unless you have to! */
//var class<PlayerController> PCClass;
var Controller	aPlayer;
 
//---------------------------------------------------
/** Name of the Loaded Map */
//var string CurrentMap;
//---------------------------------------------------
/** Logging */
var UTPawn LastLoggedPawn;
var string LastLoggedMap;
//---------------------------------------------------
 
////
function GetServerDetails(out GameInfo.ServerResponseLine ServerState)
{
	local int i;
 
	Super.GetServerDetails(ServerState);
 
	i = ServerState.ServerInfo.Length;
 
	ServerState.ServerInfo.Length = i+1;
	ServerState.ServerInfo[i].Key = "MF Version";
	ServerState.ServerInfo[i++].Value = "v0.4";
//	ServerState.ServerInfo[i++].Value = ""$(Mutator_VERSION / 10)$"."$int(Mutator_VERSION % 10);
}
 
////
function InitMutator(string Options, out string ErrorMessage){
	local UTGame Game;
	local int i, MapIndex;
 
	if(UTGameDataClass != None)	{
		UTGameData = new(self) UTGameDataClass< SEMI >
		`logd("Game Data: "$UTGameData,,'GameExpansion');
	}
 
	//CurrentMap = WorldInfo.GetMapName(true);
//	`logd("Current Map: "$CurrentMap,,'GameExpansion');
 
	Game = UTGame(WorldInfo.Game);
	if(Game != None)	{
		Game.bAllowTranslocator = UTGameData.bAllowTranslocator;
 
		if(UTGameData.PClass != None)		Game.DefaultPawnClass = UTGameData.PClass< SEMI >
		if(UTGameData.PCClass != None)		Game.PlayerControllerClass = UTGameData.PCClass< SEMI >
		if(UTGameData.HUDClass != None)		Game.HUDType = UTGameData.HUDClass< SEMI >
 
		if(bUseNewDefaultInventory)	{
			if(NewDefaultInventory.length > 1){
				`logd("NewDefaultInventory",,'GameExpansion');
				Game.DefaultInventory.length = NewDefaultInventory.length;
 
				for(i = 0; i < Game.DefaultInventory.length; i++){
					Game.DefaultInventory[i] = NewDefaultInventory[i];
					`logd("DefaultLoadout: "$Game.DefaultInventory[i]);
				/*	i = Game.DefaultInventory.Length + 1;
					Game.DefaultInventory[i+1] = class'GravBelt.GravBelt';*/
				}
			}
		}
	}
 
	if(UTGameData.GRClass != None){
		WorldInfo.Game.AddGameRules(UTGameData.GRClass);
		//TODO: Search linkedlist and `log all GameRules
		`log("GameRules: "$UTGameData.GRClass.Name,,'GameExpansion');
	}
 
	Super.InitMutator(Options, ErrorMessage);
}
 
////
//Replacement functions
function bool CheckReplacement(Actor Other){
	local int i, j, MapIndex, FactoryIndex;
	local UTPlayerController UTPlayer;
 
	UTPlayer = UTPlayerController(Controller(other));
	if(UTPlayer != None && CMClass != None){
		UTPlayer.CheatClass = CMClass< SEMI >
	}
 
	//Factory Replacement! TODO: Check for pathing issues with doing this
	//TODO:
	//UTGameData.FactoryReplacement(NavigationPoint(Other))
 
//	if(UTVehicleFactory(Other) != UTVehicleFactory_TrackTurretBase(Other))
//		ReplaceVehicle(UTVehicleFactory(Other));
 
//	ModifyVehicle(UTVehicle(Other));
 
	if(UTGameData == None)
		return true;
 
	//Spawn/Attach Info's
	for(i = 0;i < UTGameData.Info_Attachments.Length;i++){
		if(Other.IsA(UTGameData.Info_Attachments[i].AttachedToActor)){
			Spawn(UTGameData.Info_Attachments[i].AttachedInfo, Other);
			`logd("Info: "$UTGameData.Info_Attachments[i].AttachedInfo$" Attached to: "$UTGameData.Info_Attachments[i].AttachedToActor$"."$Other,,'Info Attachment');
		}
	}
 
	return true;
}
 
function ReplaceVehicle(UTVehicleFactory Factory){
	if(Factory == None && Factory.VehicleClass == None)
		return;
 
	`logd("Factory: "$Factory$"."$Factory.VehicleClass,,'Replacement');
}
 
////
//Modify functions
function ModifyPlayer(Pawn Other){
	local UTPawn P;
//TODO: Add Modify.Controller()
 
	P = UTPawn(Other);
	if(P != None){
		ModifyPawn(P);
 
//TODO: Support for Spawning PawnInfo's
//		Spawn(Class'HammerPlayerInfo', Other);
//		`logd("FireInfoSpawned",,'FastWeapSwitch');
	}
 
	Super.ModifyPlayer(Other);
}
 
function ModifyPawn(UTPawn P){
	if(P == None)
		return;
 
	if(LastLoggedPawn != P)	{
//		`logd("Pawn: "$P,,'Modify');
		LastLoggedPawn = P;
	}
}
 
/*function ModifyVehicle(UTVehicle V){
	V = UTVehicle(Other);
	if (V != None){
		`log("Vehicle: "$V);
	}
}*/
 
////
/** Added to allow Gametype hook to UTLinkedReplicationInfo.
Similar to Info attachment method but instead links a replication info to the PRI.*/
//NOTE: Should be called from check replacement!
function AddReplicationInfo(Actor Other)
{
	local UTLinkedReplicationInfo LRI;
	local UTPlayerReplicationInfo PRI;
 
//	foreach dynamicactors(class'PlayerController', pc) {
 
	PRI = UTPlayerReplicationInfo(Other);
	if(PRI != None && LRIPath != None)	{
		if(PRI.CustomReplicationInfo != None)	{
			LRI = PRI.CustomReplicationInfo;
//			while(LRI.NextReplicationInfo != None){
//				LRI = LRI.NextReplicationInfo;
//			}
			LRI.NextReplicationInfo = Spawn(LRIPath, Other.Owner);
			`logd("NextReplicationInfo: "$LRI.NextReplicationInfo,,'GameExpansion');
		}else{
			PRI.CustomReplicationInfo = Spawn(LRIPath, Other.Owner);
			`logd("CustomReplicationInfo: "$PRI.CustomReplicationInfo,,'GameExpansion');
		}
	}
}
 
defaultproperties
{
	FactoryReplacerDataClass=None
 
	PClass=None
	PCClass=None
	GRClass=None
	LRIPath=None
	HUDClass=None
	CMClass=None
	bUseNewDefaultInventory=False
	NewBootInventoryType=None
}


UCSpecies
//===================================================
//	Class: UCSpecies
//	Creation date: 08/12/2008 15:29
//	Last updated: 20/12/2008 00:30
//	Contributors: OlympusMons(/d!b\)
//---------------------------------------------------
//===================================================
class UCSpecies extends UTInfo
	config(UCSpecies);
 
//UTFamilyInfo_Human
enum KnownFactions{
	Ironguard,		//Human
	Necris,			//Human (Black Legion) (Phayder Corporation)
	TwinSouls,		//Human
	Krall,
	Liandri,		//Robotic (Liandri Mining Corporation)
	COG,			//Human
	Locust,
	Egyptian,
	Nakhti,
	Rodent,
	Nali,
	Skaarj,
	Genmokai,
	Juggernaut,		//Human / ExoSkeleton (Geneboosted)
	Corrupt,		//Cybernetic
	Axon,			//Vehicles / first Mk3 Armour
	ThunderCrash,	//Malcolm, Othello, etc
	Mercenary,		//Blood Reavers,
	Hellions,		//Punks
	Nightmare		//Necris experiment?
}
 
enum KnownSpecies{
	Human,			//Ironguard, TwinSouls?,
	ClonedHuman,	//juggernauts?
	UndeadHuman,
	Robotic,		//Corrupt, Liandri, Axon?
	Alien
}
 
struct transient Species{
	var string SpeciesName;
	var KnownSpecies Species;
	var KnownFactions Faction;
	var array< class<UTFamilyInfo> > FamilyInfo;
};var array<Species> SpeciesTypes;
 
struct transient SpeciesStats{
	var SpeciesTypes Faction;
//	var class<UTFamilyInfo> Species;
	var class<UCAbility_Armour> ArmourClass< SEMI >
 
	//	var float SpeciesScale;
	//	CharacterScale
 
	var float	AC,			//AirControl
//				DAC,		//DefaultAirControl			//Uses AirControl
				GS,			//GroundSpeed
				WS,			//WaterSpeed
				JZ,			//JumpZ
				MJB,		//MultiJumpBoost
//				RDS,		//ReceivedDamageScaling		//Depreciated
//				DS,			//DamageScaling				//Depreciated
				AR,			//AccelRate
//				WPct,			//WalkingPct				//No walking Anims
//				CPct,			//CrouchedPct
				DS,			//DodgeSpeed
				DSZ;		//DodgeSpeedZ
				//Mass,wdsf, wdsz, dz, wdz;
};var config array<SpeciesStats> SS;
 
//var() config float AC, AS, GS, WS, JZ, RDS, DS, AR, WPct,CPct,DSF, DSZ, Mass,wdsf, wdsz, dz, wdz;
//var() config int h, hm, shm, hps, beh, eh, mfs, ca, mjr,mmj,mjb, mwd;
//var() config int cr,pcr,phr, ch,pch,phh;		//Collision
//	var bool bDJ, bDDJ, bBD, bC, bCL, bPI, bS, bWD, bWOL, bSF;
 
/** Player Class / Incarnation */
var class<UCSpecies_Ability> AbilityList;
 
var bool bAllowSpeciesAbilities;
var bool bAllowSpeciesArmour;
var bool bAllowSpeciesStats;
 
static function SetSpecies(class<UTFamilyInfo> FamilyInfo, UTPawn P){
	local int i,j;
	local int TotalPossibles;
 
	if(FamilyInfo == None)
		return;
 
	for(i = 0; i < SS.length; i++)	{
		if(SS[i].Species == FamilyInfo)		{
			P.AirControl = P.Default.AirControl * SS[i].AC;
			P.DefaultAirControl = P.Default.DefaultAirControl * SS[i].AC;
			P.GroundSpeed = P.Default.GroundSpeed * SS[i].GS;
			P.WaterSpeed = P.Default.WaterSpeed * SS[i].WS;
			P.JumpZ = P.Default.JumpZ * SS[i].JZ;
			P.MultiJumpBoost = P.Default.MultiJumpBoost * SS[i].MJB;
			P.AccelRate = P.Default.AccelRate * SS[i].AR;
//			P.WalkingPct = P.Default.WalkingPct * WPcnt;
//			P.CrouchedPct = P.Default.CrouchedPct * CPcnt;
			P.DodgeSpeed = P.Default.DodgeSpeed * SS[i].DS;
			P.DodgeSpeedZ = P.Default.DodgeSpeedZ * SS[i].DSZ;
 
			`logd("Species: "$SS[i].Faction,,'UCSpecies');
			`logd("AirControl: "$P.AirControl$" DefaultAirControl: "$P.DefaultAirControl,,'UCSpecies');
			`logd("GroundSpeed: "$P.GroundSpeed$" JumpZ: "$P.JumpZ$" MultiJumpBoost: "$P.MultiJumpBoost,,'UCSpecies');
			`logd("DodgeSpeed: "$P.DodgeSpeed$" DodgeSpeedZ: "$P.DodgeSpeedZ,,'UCSpecies');
 
			if(SS[i].Species == class'UTFamilyInfo_Krall_Male')
				P.bStopOnDoubleLanding=False;
 
			//Check INFO's for how to run from there
			//Info.Controller
 
			TotalPossibles=SS[i].length * SpeciesTypes.length;
 
			//for(j = 0; j < SS[i].Faction.FamilyInfo.length; j++)
			//	if (SS[i].Faction.FamilyInfo[j]==SpeciesTypes)
		}
	}
}
 
defaultproperties
{
	bAllowSpeciesAbilities=True
	bAllowSpeciesArmour=True
	bAllowSpeciesStats=True
 
	//TODO: Could assign stats to Species and Faction seperate
	// for individual characters see customchardata
	SS(0)=(Faction=SpeciesTypes(0),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Ironguard_ArmourInfo',AC=1.0,GS=1.0,WS=1.0,JZ=1.0,MJB=1.0,AR=1.0,DS=1.1,DSZ=1.0)
	SS(1)=(Faction=SpeciesTypes(1),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Necris_ArmourInfo',AC=0.9,GS=1.1,WS=0.8,JZ=1.05,MJB=0.95,AR=1.0,DS=0.9,DSZ=1.1)
	SS(2)=(Faction=SpeciesTypes(2),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_TwinSouls_ArmourInfo',AC=1.1,GS=1.0,WS=1.0,JZ=1.0,MJB=1.0,AR=1.0,DS=1.0,DSZ=1.0)
	SS(3)=(Faction=SpeciesTypes(3),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Krall_ArmourInfo',AC=0.9,GS=1.15,WS=1.0,JZ=0.9,MJB=1.12,AR=1.0,DS=0.94,DSZ=1.0)
	SS(4)=(Faction=SpeciesTypes(4),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Liandri_ArmourInfo',AC=0.9,GS=1.1,WS=1.0,JZ=0.86,MJB=1.08,AR=1.0,DS=0.86,DSZ=1.0)
//	SS(5)=(Species=SpeciesTypes(5),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Liandri_ArmourInfo',)
//	SS(5)=(Species=SpeciesTypes(6),AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Liandri_ArmourInfo',)
 
///UT3 Family
	//UTFamilyInfo_Necris, UTFamilyInfo_Ironguard, UTFamilyInfo_TwinSouls, UTFamilyInfo_Krall, UTFamilyInfo_Liandri
	SpeciesTypes(0)=(SpeciesName='', Species=Human, Faction=Ironguard,(FamilyInfo(0)=class'UTFamilyInfo_Ironguard_Female',FamilyInfo(1)=class'UTFamilyInfo_Ironguard_Male'))
	SpeciesTypes(1)=(SpeciesName='', Species=UndeadHuman, Faction=Necris,(FamilyInfo(0)=class'UTFamilyInfo_Necris_Female',FamilyInfo(1)=class'UTFamilyInfo_Necris_Male'))
	SpeciesTypes(2)=(SpeciesName='', Species=Human, Faction=TwinSouls,(FamilyInfo(0)=class'UTFamilyInfo_TwinSouls_Female',FamilyInfo(1)=class'UTFamilyInfo_TwinSouls_Male'))
	SpeciesTypes(3)=(SpeciesName='', Species=Alien, Faction=Krall,(FamilyInfo(0)=class'UTFamilyInfo_Krall_Male'))
	SpeciesTypes(4)=(SpeciesName='', Species=Robotic, Faction=Liandri,(FamilyInfo(0)=class'UTFamilyInfo_Liandri_Male'))
 
///GOW Family
//	SpeciesTypes(5)=(SpeciesName='', Species=Human, Faction=COG,(FamilyInfo(0)=class'UTFamilyInfo_COG_Marcus',FamilyInfo(1)=class'UTFamilyInfo_COG_Kim',FamilyInfo(2)=class'UTFamilyInfo_COG_Gus',FamilyInfo(3)=class'UTFamilyInfo_COG_Baird',FamilyInfo(4)=class'UTFamilyInfo_COG_Dom',FamilyInfo(5)=class'UTFamilyInfo_COG_Carmine',FamilyInfo(6)=class'UTFamilyInfo_COG_Hoffman'))
//	SpeciesTypes(6)=(SpeciesName='',  Species=Alien, Faction=Locust,(FamilyInfo(0)=class'UTFamilyInfo_Locust',FamilyInfo(1)=class'UTFamilyInfo_LocustB',FamilyInfo(2)=class'UTFamilyInfo_LocustC',FamilyInfo(3)=class'UTFamilyInfo_LocustD'))
 
//Egyptian Faction
//	SS(30)=(Species=class'UT3_Family_Egypt.UTFamilyInfo_Egypt',AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_TwinSouls_ArmourInfo'AC=0.9,GS=1.1,WS=0.8,JZ=1.1,MJB=1.0,AR=1.0,DS=0.9,DSZ=1.1)
 
//Rodent Faction
//	SS(40)=(Species=class'UT3_Family_Rodent.UTFamilyInfo_Rodent',AbilityList=None,ArmourClass=class'Mutatoes.UCSpecies_Krall_ArmourInfo',AC=0.9,GS=1.4,WS=1.2,JZ=0.86,MJB=1.08,AR=1.0,DS=1.0,DSZ=1.0)
}


UCAbility_Armour

http://i10.photobucket.com/albums/a123/OlympusMons/SpeciesArmour.jpg