WeaponMage first release candidate release by Parser, founder of the Fraghouse Mod Team.
Enjoy it for what it is, not for what it isn't. If you have any suggestions or feedback please feel free to e-mail me at jimbobfr@mfc42.freeserve.co.uk (long, I know :p).

1. Installation

Ok, unzip all of the files into your /System directory of your UT folder.
There are a few changes you may want to make. Open the WMSettings.ini file and edit it. Details on the settings can be found below.
Fire up UT, go to Mutators at the Practice Session box and select the WeaponMage mute.
Start up a game and enjoy. Alternatively in-game type "exec weaponmage.ini" without the quotes to summon in all of the weapons, not just the ones in the mutator. The extras include the Big Freakin' Hatchet, Jack Ripper and akimbo (enhanced) redeemers.

2. Weapons (most have new skins and sounds)

*Combat pistol: Primary shoots out pulsegun spheres at a fast rate for quick defense and secondary shoots out hitscan explosive bullets which can be really painful.
*Ges bio-shotgun: This mutha'll really show your enemies who's boss. Shoots out spread bio-sludge. Secondary shoots out more but at a slower rate of fire. Note that this was not designed to make bio corridor traps.
*SAS Shotgun: Fire releases one shell and alt-fire releases the whole 20-round clip. Nasty stuff here.
*Shock rocket: This fires out drop-shell rockets and alt-fires trail rockets which look pretty.
*Pulse Cannon: A modified Pulse Gun here. Fires out minigun tracer bullets full-auto and alt-fires energy grenades, but both are in a spread group, very destructive.
*Flamethrower: This should help you with your pyromaniac urges. I think you know what this does already. Secondary releases short-range napalm flames.
*Infantry Dispatcher: Fires out a small explosive device that takes a while to go off. If you get fed up waiting you can always detonate it with alt-fire.
*Hatchet bomb: Fires out a vertical composition of bouncy beams and alt-fire shoots out several bouncy beams horizontally at once. It's a very fast little gun.
*M16: What it says on the tin. Very fast firing rate. Has a new scope texture too.
*ASMD nuke rifle: Primary releases a nukebeam which results in a shockwave where it hits. Secondary releases a shockwave rocket which releases a napalm shockwave when it explodes. Combo-shocking like the shock rifle results in a green ges-shockwave.
*Harakiri rifle: This can be used as a last resort. It will release a deadly shockwave taking you and all around you with it.

3. Weapons not in the in-game mutator

*Big Freakin' Hatchet: Like the hatchet bomb. Only faster and deadlier, just as Nemephosis wanted it :)
*Enhanced Redeemer: Or should I say Enhanced Redeemer(s) :-)
*Jack Ripper: Like the hatchet bomb, only with blades

4. Items

*Marine suit: Protects from headshot and falling damage
*WeaponMage vial: Reskinned health vial with new sounds
*Kitbox: Reskinned health box with new sounds and gives more health
*Haste boots: Replaces the jump boots, speeds up your movement on ground and water for a limited time

5. Mutator features

*Burning gibs: Taste the hunky roasting gibs! New texture for the carcasses!
*All weapons replaced: More interesting and more overkill ones in their place.

6. INI features - open the WMSettings.ini file and get editing! ;)
BFHatchet =
	*BFFiringspeed - Edit the firing speed of the big freaking hatchet
WeaponMage =
	*bBurningGibs - Set to 1 for burning gibs, set to 0 for normal gibs
	*bKitbox - Specify whether the medbox is replaced by the kitbox
	*bHasteboots - Haste boots replacing the jump boots? You choose
	*bMarinesuit - 1 to replace the armour and thigh pads with the marine suit, 0 to not
	*bCustomvials - 1 to use niftier reskinned health vials and 0 to use the normal UT ones
PulseCannon =
	*bShellCases - If set to 1 the pulse cannon will eject shells, if set to 0 it won't
SAS Shotgun =
	*Hitdamage - Modify the hit damage each shot does
Flamethrowerfire =
	*bFlames - If set to 1 the flames will set enemies on fire. If set to 0 they won't

7. Credits

Nemephosis for sending me the original weapon which I based the ASMD nuke rifle on

8. Bug fixes and changes

This version:
*Even more features including a customisable ini file!
*Completely refined netcode
*No more unlimited ammo, ammo types now
*Marine suit replaces the normal UT armour and thigh pads
*Other item replacements, see above

Previous versions:

*M16 now headshots even if you hit the enemy elsewhere :)
*Flamethrower secondary napalm now sets people on fire if you hit them straight on
*Changed Big Freakin' hatchet slightly
*Pulse cannon is now back to flak for the projectile
*Infantry dispatcher bombs now explode in a green shockwave
*Toned down flamethrower damage
*Added /20 counter for the SAS shotgun
*Flames now leave scorch decals
*Loads of more fixes I forgot about ;)
*Fixed M16 zoom offset bug
*SAS shotgun now has an ammo clip display
*Added Combat pistol
*Made nukebomb projectile deadlier
*Changed the pulse cannon a bit
*Altered the textures for the flamethrower flames
*Altered shock rocket secondary
*Altered ges bioshotgun secondary
*Numerous other bug fixes
*Completely recoded the flamethrower
*SAS shotgun primary is now a lot faster, I've also modified the skin a little bit
*Replaced Nukebomber with the ASMD nuke rifle
*Added the Harakiri rifle
*Changed pulse cannon primary projectiles
*Many more changes and improvements

5. Contact

Send all feedback, hate mail etc to:

jimbobfr@mfc42.freeserve.co.uk
