Mostly Harmless
User:OlympusMons
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Revision as of 10:09, 7 February 2009 by Wormbo (Talk | contribs) (Reverted edits by 79.79.238.85 (Talk); changed back to last version by OlympusMons)
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.
Work Ive done
Graphics / Modelling
- http://www.3dmpg.com/ is based in Perth, Australia.
Mods
Mutators
UC2004
UnrealWiki Contributions
UT3
UT2004
- Using the UT2004 mod system
- UT2k4Mod.ini - Another kinda usless page, good for beginners and people who dont know how to use -mod=
- UT2004 Default.ini - First page I contributed, mainly ripped from other tuts and the udn but a good page I think.
- Compiling With UCC
- UT2k4Mod.ini - Another kinda usless page, good for beginners and people who dont know how to use -mod=
Work Im doing
Mods
Project: Triggerman
Gametypes
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
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
(only via the Unreal Wiki's E-mail user feature)
Mutator Framework
Key
Italic: Stock UT3 Class
Bold: Custom Class
Class Tree
Core.Object
Dummies.UTData : Buffer Class
MutatorFramework.UTGame_Data
Newtators.UTD_Game_Vampire : Example of UTGame_Data Subclass
MutatorFramework.UTD_FactoryReplacer
MutatorFramework.UTD_VehicleTeamSwap
Engine.Actor
Engine.Info
Engine.GameRules
MutatorFramework.UTGameRules_Info
Engine.Mutator
UTGame.UTMutator
MutatorFramework.UTMutator_GameExpansion
Dummies.UTInfo : Buffer Class
MutatorFramework.UTInfo_Weapon
MutatorFramework.UTI_Weapon_SwitchSpeed
Dummies.UTData : Buffer Class
MutatorFramework.UTGame_Data
Newtators.UTD_Game_Vampire : Example of UTGame_Data Subclass
MutatorFramework.UTD_FactoryReplacer
MutatorFramework.UTD_VehicleTeamSwap
Engine.Actor
Engine.Info
Engine.GameRules
MutatorFramework.UTGameRules_Info
Engine.Mutator
UTGame.UTMutator
MutatorFramework.UTMutator_GameExpansion
Dummies.UTInfo : Buffer Class
MutatorFramework.UTInfo_Weapon
MutatorFramework.UTI_Weapon_SwitchSpeed
Flowcharts
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