If you can read this, you probably have not extracted the background file for this document to the correct directory. The background should be black with stars on it. Extract the seekpackb.jpg file from the seekers pack to the same directory as this file.
Version 5.0
All original work is (c) 2001 Dragonflymatthew@planetunreal.com
www.planetunreal.com/wod/forgery/ - For UT writing and mods including the Seekers Pack
Welcome to Seekers Pack for Unreal Tournament!
Also Known As the "A - " pack - for Annoyance...
I would like to apologise for the length of this huge readme. However, I strongly recommend that you read all of it otherwise you won't receive the full Seekers Pack experience which you deserve.
IMPORTANT:
If you are installing over a previous version of the
Seekers Pack, you may delete the following .int and .u files: FFgun, Mechmod, Protector,
Mypackage, Chaostrap.
The contents from all those files are now kept in seekers and seekersM.
=== New in version 5.0: ===
Major changes:
All new weapon: The Dissembler. With a kinda shotgun-redeemer fire mode, or a wierd and quite funny instigib projectile. The primary fire is awesome but will kill the user almost as often as the enemy. The secondary fire is safe, but it only works if you hit your taget. If you do hit, it will deal over 200 damage.
Chaos trap: It now is chaotic and splatters various things all around its area. Deadly and messy, much more impressive than it used to be. Bots now use it but only as a rocket launcher.
Mechgun:. Rockets fired in mech mode are much more powerful and different from normal rockets. In mech mode you lock onto targets far quicker. The gun handles morphing better now. New mech texture.
Shiplauncher: A new sound system for the guided ship - and it rocks! Several sounds and pitches as you go at different speeds.
New gametype - Target hunt. Hone your instagib skills on Nali!
Protectors: This mutator has been revamped. You can upgrade to Uprotectors! Full explination of the awesome new game-enhancement is below.
Minor changes:
Protectors don't lost their owners so quickly. You will no longer duck behind cover, then emerge to find your 'protectors' against you.
Seeker Sniper: The refire rate has been slowed slightly more, and damage increased. bots are no longer 100% accurate! shots look different. The Seeker rocket's accuracy is no longer affected by your detail level :) If you play with low detail you should notice a difference.
Now only 1 .int and .u file, (if installing over a previous version, delete the old files) and all the individual mutators are disabled.
Fire fly Cannon - Improved projectile appearance. Looks good in the dark.
Reinforcer makes different sounds when bouncing or stopping. new projectile texture.
Gravgun: slightly modified. Tractor beam more tractoring, and looks really cool. Supermassball has a smaller area of effect, but a greater effect. It won't destroy redeemers and ships from such a long distance any more.
Tiny changes:
No more Nali Fruit...
No more Fatfeed...
Minor bug fixes, more textures, weapon slots changed.
Main information:
Installation (and instructions, very important!) Credits Not quite legal information Bug list Version history
Tips and tricks (If you don't read the whole readme, at least read this!)
Weapon/stuff guides: (rated by quality, one * through to five *'s)
Gravgun (5*****) Ship Launcher (5*****) Seeker Sniper (5*****) Mech Gun (5*****) Fire Fly Cannon (5*****)
Dissembler (4****)-NEW Protector (4****)-Much improved Chaos Trap (4****)-Much improved Reinforcer (4****)
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INSTALLATION
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To Install just put all the .int and .u files into
UNREALTOURNAMENT\SYSTEM.
Put the .htm and .jpg in the help directory, or wherever you want as long as they're together.
(UMOD: Why the heck do you need a UMOD? UMOD's are for wimps! The Seekers Pack is proud to be UMOD free.)
Choose the * Seekers Pack * or another A- mutator on the mutator list when you play a practice session. This replaces the original weapons with Seekers Pack weapons.
Seekes pack 5 also comes with game types. You choose these on the game type list, the same way you choose Deathmatch or CTF.
IMPORTANT:
If you are installing over a previous version of
the Seekers Pack, you may delete the following .int and .u files: FFgun, Mechmod,
Protector, Mypackage, Chaostrap.
The contents from all those files are now kept in seekers and seekersM.
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CREDITS
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This mod was made only by me. However, some other people helped.
Beta testers:
Kangus
Doug "Doug_Unreal_Master" C
SkyRaiser9
I used crack_addict's Grenade Launcher tutorial
to make a few weapons, and looked at several other tutorials while making the Seekers
Pack.
I stole the Enhanced Redeemer's way of printing little flag icons by the flag carrier when
using redeemer, and of showing their team colour. This code is used on the Mechgun HUD and
the Ship Launcher HUD. Sorry.
Like a magpie, I stole little bits of code from countless other mutators and mods as well as from the original UT.
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NOT QUITE
LEGAL INFORMATION
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Since most of this mod is made of other people's stolen code (I didn't mean to...) you probably shouldn't take the mish-mash code from this mod. But you can. If you take the ideas, give me credit. I spent weeks thinking them up, even though I've seen most of them done by other people better. (I have a feeling there is a bug in my head which uploads my ideas to www.getafreeideaforyourgameoraddonorwhateveryouaremaking.com)
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and tradenames are properties of their respective owners
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BUG LIST (aka ACCIDENTAL
FEATURES LIST)
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When in mech mode, when you get the flag your
light type changes, and when you drop the flag your light type gets set to none, so you
stop glowing in your team colour. Mechgun also gets in trouble with the invisiblity and
the damage amp. And never, ever, toss a mechgun while morphing. Because this happens so
rarely, I haven't bothered to stop you getting frozen forever (or until you get the
mechgun back and remorph to finish the job).
Not really a bug: If you use the flak or FFgun near the super gravball you might kill
yourself because flak shells can hurt their owner once they are falling, and the gravball
makes them fall. Try running backwards when you fire to be safe.
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VERSION HISTORY
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VERSION HISTORY: 4:
(NOTE: Most additions that weren't in version 4BETA have been italicized, but I might have missed some.)
***Fixed the wrong sized shieldbelt bug for mechgun! Yaa!***
*Fire flies don't get you if you stand still!*
*Replace mutator as well as give mutators.*
*Chaos trap! Not quite as flash as it should be, but it works. Now easier to use than ever, and can be set up in seconds.*
*Gravgun - different model, improved effects, and a modified projectile texture. The tractor beam is fixed and looks neato.*
*The Ship Launcher has a smoother throttle, a larger explosion, a firing sound and now the auto-ship flies over people instead of crashing into them. Good for outdoors, bad for indoors. Very cool.*
*Reinforcer! A dumb name for a cool gun! An enforcer replacement which really is fun!!*
Protectors have been tweaked to move less. If you get out of sight of your protectors, you will lose them.
A nice, long HTML readme with stars in the background!
Vampire removed because it's not really an original idea. Fatfeed is kept. Fatfeed no longer speeds up mechs.
The Seeker Sniper has a slower rate of fire and Firefly Gun is less powerful. FFgun also has brighter fireflies.
Are you telling me that the mechgun HUD actually changes colour as you morph? All this, for only five small payments of $39.99? But wait... Mech gun also has brand new sounds!
sound effects, textures, annoying but helpful (?) "Autohelp" on some HUDs. To make it disappear, move. Keep moving.
More bug fixes and other stuff I forgot to record.
VERSION HISTORY: 3:
I found some bugs.
This contains the CHAOS TRAP BETA. The CHAOS
TRAP BETA doesn't work too well. I just included it to annoy you.
Added the almighty PROTECTOR, with a mutator
which spawns it upon a kill.
Firefly gun is less powerful, and the shots
don't last as long.
Different Gravgun supershot fx
Mechmod has improved code
Added "Heavy" versions of some
mutators for more choice - but I should
add a menu instead. One day...
VERSION HISTORY: 2:
added Firefly Gun - and it looks pretty
added better Seekersnipe hud.
Made MechGun bigger than normal.
Added nice effect for the Gravgun's super shot.
(I got (stole?) the idea from the blob, an
awesome looking mutator available
from www.planetunreal/wod/, Weapons of
Destruction)
Made the gravgun supershot pull people around
more while it flies.
Made the Seeker rockets flash/spark instead of
smoking.
Made the Ship display its speed.
Made the game run incredibly slow - you might
turn your graphics down a
notch...
VERSION 1:
Added everything.
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When you are surrounded by fireflies, try standing still.
For a handy transportation device, fire two or more supermassballs and leap into, or throw a translocator into them.
Experiment with the gravgun to move around. Try to master all fire modes.
The shiplauncher's autoship often crashes into walls. When you are using it, aim to avoid this. When you are fired on, take advantage of it.
In the right situations, using mech mode will make you unstoppable. Use brute force. Nothing should survive a load of five mech mode rockets.
When using the Seeker Sniper, remember that a player who has already targeted his opponent has a big advantage. You do not lose your lock when your target dies.
The reinforcer can shoot around corners. You should be able to cause havoc before your enemy even comes into sight.
While the chaos trap is active, you can set it off a second time to re-set its lifespan to 10 seconds. If you have enough ammo you can keep a trap running for a long time.
In Target Hunt, never fire unless you are going to hit. You cannot refire quickly enough. If you have just fired, it pays to wait for a second before running around a corner so that your gun is ready to fire again.
If you have discovered a clever tip, mail me!
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(NOTE: FATFEED HAS BEEN REMOVED. IF YOU WANT IT BACK, TELL ME!)
When playing with the fatfeed mutator, players fatness reflects their health. You can gain health by hurting others, and can lose health very easily... in fact you lose health all the time, and the only way to stay alive is to kill continuously.
Fatfeed comes in two flavours - Relaxed and frantic. If you keep dying in frantic, try relaxed. Not so much health is lost.
TACTICS:
In CTF it is useful to turn on team damage, and get a few (lower ranking!) team mates to "cover you" and serve as food for your journey to the enemy base. Bots are happy to do this. When your health runs low, shoot your friends to gain some health.
Note that in fatfeed the keg o' health is far more valuable than the shieldbelt, because it increases your lifespan.
Note also, that the health you gain is proportional to the damage you deal to the target. What I mean is, if your enemy has 10 health and you get a sniper rifle headshot, you will still recieve 150 health.
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Target hunt is a simple gametype which involves accuracy.
Use Target hunt seperate from the Seekers Pack mutator, don't use both at the same time.
You gain frags by killing the... "targets" placed around the level. As soon as you have line-of-sight to a target, points for that target will start ticking down. The further away you are, the more points you get for the shot. The quicker you shoot, the more points you get. If you don't fire quickly enough, the target will destroy itself.
You should not kill other players. Doing so will lose you a frag. However, if they are scaring away all your targets it may be worth killing them to get them out of the way for a while.
TACTICS:
As said above, remember sometimes it is worth killing other players even though you lose a frag. And it's always fun.
You get more points (or more aiming time before the self-destruct) if you first see a target at a further distance, but running away from a target won't help.
Your gun takes a while to refire. Don't waste points by running into targets when you aren't ready to shoot.
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The gravgun is not a simple weapon. It has four firing modes. It utilises matter-stressing Tadium particles to alter gravity in a small area. It lives in slot 4 and uses shock rifle ammo. It looks like an Unreal 1 8-ball.
The gravgun isn't good for actually killing
people and getting points in all fire modes. It is most useful in CTF, Assault or Last Man
Standing.
However, it is always useful as a defensive/mobility tool.
Primary fire: Gravball. Will push objects away. Can be used for high-jumping, knocking enemies off things, stopping falling damage (if you are clever, remember if you are moving fast you will have to fire while you are going up), and climbing up walls by shooting below you. The Gravball will also deaden projectiles near its explosion, they will fall to the ground harmlessly (unless they are seeker sniper shots).
Primary + shift key: Tractor beam. Causes damage to target. Firing a beam into any sort of Mass/Gravball will make it superexplode (and uses 1 more ammo). Tractor beam is only really effective pulling against people already in the air. Now looks real pretty.
Secondary: Massball. Pulls things towards it. Used to hop forward fast (by firing a little bit in front of you), climbing (up a wall, you can get huge speeds), and if you are falling and are beside a wall you can fire just above you to stop falling. This method of stopping falling is VERY POWERFUL. For example- on the CTF-Face map you Massball up the wall of your tower, fly over to the enemy tower and then Massball off the wall to stop falling damage and land just at the front door. The Massball will not deaden projectiles but will pull them.
Secondary + Shift key: Super-Massball. Uses more ammo. More powerful but most importantly, it effects projectiles while it is still in the air - as it travels to where you shoot it projectiles along the road will fall dead. It also causes damage when it explodes, as well as causing HUGE graviton force. Uses 3 energy cells.
TACTICS:
Use a super-massball as a shield. Walk along close to it, standing just behind it. It will protect you from most weapons. (All seekers pack weapons except the tractor beam are projectiles, I think.)
If you fire 2 or more super-massballs up in the air then you can jump into them and they will transport you, elevator fashion, along. Escaping from them is an interesting challenge but can easily be done with another two super-massballs fired in a different direction.
<marco_lucifer@hotmail.com> came up with a safer way to travel - throw a translocator into the "elevator". You could beam to it when you wanted to, or explode the super-massballs to drop it.
The gravgun requires skill to use. A skilled user will move like lightning, will knock enemies into dust, will get across CTF-FACE under the asteroid or far above it and will never, ever die from falling again. Everyone else will knock their teammates off cliffs, knock themselves off cliffs, kill their friends' projectiles, pull enemies into their base, and kill themselves in ways I never thought of. Good Luck.
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The shiplauncher redeemer looks identical to the regular redeemer. It fires very small spaceships, powered with the new Tadium-2 which is used both for guidance systems and plasma projectile attack.
Primary: fires an auto-ship. This will fire and chase after enemies until it crashes into something.
Secondary: fires a guided ship.
Once guiding a ship, use these ship controls:
Ship: Primary: Fires a plasma shot.
Ship: Secondary: Detonates the ship (a small explosion, not as powerful as a redeemer)
Ship: Primary + shift or Secondary + shift: While holding down shift, you can change speed. Anyone who has driven a redeemer down a corridor knows how handy this is.
TACTICS:
The Auto-ship is most effective from a long range as it has more time to fire.
Bots will not attack the Ship. Auto-turrets do
attack. The ship does not have the huge Redeemer explosion, but if you fly it into someone
it will explode enough to kill them.
The ship can hover almost stationary, and can go up to a very high speed.
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Tadium-1, when affixed to microscopic nano-machines, can form a "living" suit of armour. The MechGun is based on the rocket launcher but is larger, and appears in slot 10. It has its own special ammunition.
Primary fire: In normal mode is like a regular rocket launcher. In MECH MODE it fires a Tadium charged extra powerful shot.
Secondary: In normal mode, will activate the nanites. You will be slowed and helpless for five seconds while the nanites adapt to your signature. After this, you will enter MECH MODE. While in MECH MODE, secondary fire will change back to normal.
While in MECH MODE, changing weapons will also change you back to normal. You can only use the Mech gun while in MECH MODE
MECH MODE: You will move slower and jump lower. However, the nanites will absorb 2 thirds of any damage you take. MECH MODE also provides you with redeemer/ship launcher style targeting information, and your rockets will lock on faster.
You cannot enter MECH MODE when you are injured and have less than 50 health.
If your health ever drops below 50, you will become normal.
Because mechs all look the same, you glow in your team colour for identification.
An added feature of the nanites is that when you run low on ammo, they assemble rockets out of your blood proteins (costing you health). To avoid death, this feature is disabled when you reach round about 50 or 60 health. If you have armour then this will be used instead (unlike fatfeed!)
TACTICS:
Don't transform when an enemy is near! You're a sitting duck for 5 seconds.
If you hear someone transforming, take 'em out!
In MECH MODE you can hardly dodge, and must rely on brute force. If you are against mechs, use your mobility to beat them.
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Tadium-2 can support extremely small propulsion devices. The fire-fly cannon was quickly rigged up to test the efficiency of these devices.
It looks just like a flak cannon, except that it is fat because a grav-drive dispenser has been rammed up it.
It works just like a flak cannon, except it fires slightly different flak:
--- How a fire fly differs from a flak shell: ---
Fire flies are bigger and less damaging.
Fire flies use twice the ammo to make.
Fire flies randomly change direction, until they find a target.
They then dart towards their target and kill it.
TACTICS:
They cannot see you if you stand still.
Standing still is a very good tactic, until your enemy reaches point blank
Fire flies can make good (but short term) traps.
How to stop fire flies: Use the gravgun. Use a human shield. Stand still. Run away. Take cover. In fact, take cover anyway. It's the best way to avoid getting hit.
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Building on the somewhat hacked up Firefly technology, Matthewcorp finally managed to shrink the Ship Launcher's ship's plasma cannon into a tiny package that could be propelled by a small antigrav drive. The Protector uses both Tadium-1 and Tadium-2 to power its advanced features.
The protector will hover around its owner, and will fire at any enemies which come near.
The Tournament Commission has declared that in Protector games, when someone dies a protector may spawn from their body. The protector will then adopt the killer to be its owner. If a player has three regular protectors, they replaced with one Uprotector.
The Uprotector is more powerful than a regular one, and has the ability to detonate nearby projectiles. The more Uprotectors a player has, the better chances they have of detonating all protectiles before they reach the player.
Protectors will only last for a minute before running out of energy, where they will dismantle themselves.
There are two protector mutators: The Heavy mutator will spawn a protector more often than the other version.
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Arguably the most powerful of the weapons, the SeekSnipe uses third generation Tadium technology for advanced tracking functions.
The SeekSnipe looks like a sniper rifle but uses rockets and appears in slot 9.
Its reasonably advanced HUD shows the approximate position and other information about your target.
Primary: If you have no target, this will fire a shot which will target whoever/whatever it hits. (The gun actually fires a Tadium powered microprobe which records details about the target)
If you have a target, primary will fire a high power high accuracy homing rocket at them. If you try to fire a rocket facing away from your target, the rocket will not appear. (This is actually a bug, but who wants a rocket in the face anyway?)
Primary + shift: This will untargeted your target, to avoid accidental rocket firing. Ouch.
Secondary: A regular sniper scope zoom view.
TACTICS:
IMPORTANT: AFTER A TARGET DIES, THEY DO NOT BECOME UNTARGETED! Once you target someone you have them for as long as you want.
If two players meet and one has the other targeted, he will have the big advantage of a first attack.
Once you target someone, make yourself their worst enemy. Kill them again and again.
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Part Tadium technology, part miner ingenuity, part... something else, the Chaos Trap takes a while to charge, but this weapon should not be ignored.
It is complex. follow these instructions:
Use primary fire to place markers in an EQUILATERAL triangle. (If you don't shape it
right, the "Forces of Choas" <nervious laugh> will be unable to effect the
entire area.) You can only have three markers at once and adding another will remove the
first. Your HUD will tell you when you are in range of the already placed markers so that
you can place the three markers in range of each other.
Use secondary fire to activate the markers with activator rockets. An active
marker will last for only ten seconds before vanishing. When all three markers
are active use secondary fire to detonate them. This will cost 16 ammo. When they
detonate, all between them will perish. Or get very hurt.
At any time, primary fire will destroy your first marker and place another. Firing
secondary when you have no markers will just fire the activators straight ahead, not much
good but can hurt people.
To gain Chaos Energy, simply hold the chaos gun in your hand, and feel the power charging.
TACTICS:
Use the chaos trap as a trap. Simple. Good around mission objectives or flags. If you're a dirty cheat, put them around spawn points.
Against bots (and many players), you can set up the trap right infront of them and set it off as they stupidly run into it. If you have enough chaos energy (ammo) then you should be able to set up a trap in seconds.
You can use altfire when you have no markers as a regular attack. Try it.
While the trap is active, you can set it off a second time to re-set its lifespan to 10 seconds. If you have enough ammo you can keep a trap running for a long time.
The chaos trap has been tweaked in version 5.0 and you will notice it is quite different from before.
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It's a dumb name, I know. But it makes sense. I was going to call it the Forcer...
The Reinforcer was developed after the seeker sniper, mainly to speed up the death rate (thus increasing ratings) to recover from MatthewWorks stealing UT viewers. The technology employed in the impact darts is revolutionary. When the dart approaches a surface, its seeking device targets and locks in on the closest enemy then changes direction via weight shifts. As it hits it turns in such a way that it changes direction using no external thruster.
This powerful enforcer modification fires little darts. When the dart hits a surface, it will target the closest enemy and attack them. If there is no enemy, the shot will die.
Primary: Fast darts.
Secondary: Rapid fire, but slow darts.
TACTICS:
Shoot at the feet! Shoot round corners! Shoot people who are in a little room! (Ten times funnier than with a ripper!)
Use secondary fire unless you are sniping or something.
Try dodging the shots if you can. Remeber, they don't home in like seekers, they only change direction when they hit a wall.
Oh, and this is as hard as it sounds, but if you're under fire from these, avoid surfaces. Standing at the edge of a space platfrom or being above your enemy and outlined by the sky will reduce your changes of getting shot.
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The first weapon utilising the incredibly destructive Tadium-3 energy projectile. Unlike the artful technology in the Reinforcers, the Dissembler is brute force. In testing, it had a 50% self-kill rate.
Primary: An extremly inaccurate area attack, resembling a collection of redeemer blasts.
Secondary: A single tadium shot. If the shot hits a surface, it will be virtually ineffective. If it hits a player, it will slowly discharge into their body over 1 second. After 1 second, the player will explode, taking an estimated 300 damage. The tadium shot is not destroyed but is energized by this explosion, and will fall to the ground to create a explosion which may take out more players. Quite amusing, actually.
TACTICS:
When using primary fire, be very careful. Very, very careful.
The secondary fire is hard to hit with, but if you do hit, it will kill. Be aware of the 1 second death delay, and after the target is dead watch out for the secondary explosion.
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Tadium is a crystalline substance. It can only be manufactured through genectic construction.
First generation Tadium - A white substance. Produces blue energy effects when compressed and heated. Used for a power source. Because it can produce a "gravity elevation", it can also be used for moving objects and counteracting gravity.
Second generation Tadium - Tinted green for identification. Provides a very light, compact power source compared to the difficult-to-use Tadium-1. Tadium-2 lacks the gravity manipulating powers of its preceeder, but because it is more efficient, it is often used as a simple damage causing projectile.
A Tadium-2 energy ball is similar to a plasma rifle sphere, but is far more economical. Tadium-2 has a slow release rate but for simply uses can last indefinitly.
Third generation Tadium - Still partially in development, Tadium-3 powers the Seeker sniper's incredible tracking rockets. Tadium-3 is expensive to produce but releases more power than any other variation.
There had been much speculation about what kind of projectile Tadium-3 would produce when heated and compressed. After initial findings proving discouraging, the Tournament Commity was delighted when scientists managed to accidentally destroy an entire office block.
The technology was immediatly put to use in the Dissembler. As one offical said, "More testing? How can a energy source which can blow up twenty stories need more testing? What could go wrong?"
If you were expecting a cheat c
ode or something to be written here, you are mistaken.
TRANSMISSION ENDS.