Speed when in Bullet Time: Set's the speed to which the game slows down in Bullet Time. The higher this setting is, the less the game will slow down when you are in Bullet Time.
Bullet Time given when you start: Set's the amount of Bullet Time that you are given when you first start the game.
Bullet Time bonus after a kill: Determines how many Bullet Time you earn after killing someone.
Frag Bonus for killing The One: Set's the amount of frags you earn from killing The One. Has no effect when Always be The One (see below) is on.
Maximum Bullet Time: Set's the maximum amount of Bullet Time you can have. If you have that amount, and you kill someone, no more Bullet Time will be added.
Stop Projectiles Cost: Set's the amount of Bullet Time that using the Stop Projectiles feature once will cost you.
Reverse Projectiles Cost: Set's the amount of Bullet Time that using the Reverse Projectiles feature once will cost you.
Phone when health decreases by: This set's the amount of damage that you take before your saving phone starts to ring. See below.
Dodging costs per second: This slider set's the amount of Bullet Time that each second you dodge costs.
Draw HUD info on which side of the screen: Determines on which side of the screen the HUD info for Bullet Time will be drawn. This is usefull when using other Mods that already take up a part of the screen.
Infinite Bullet Time: When using this option, you have infinite Bullet Time so it will never run out.
Always be The One: When this box is checked, you will always be The One. Even if you die, you stay the One.
Don't use Wind Sound: When you are The One and Always be The One is not turned on, a wind sound plays to alert you that you are The One. If you don't like it, turn it off with this option.
Don't use Phone Sound: When you are The One, and Always be The One is not turned on, and you take a severe hit (the amount of health loss that triggers the phone sound can be configured above), a phone will start to ring from the position of the nearest med box. Follow the sound to save your life - like in The Matrix. When you check this box, the phone sound will never play.
Punish team kills: When this box is checked, Bullet Time is substracted when killing someone from your own team while playing team games, and you cannot become The One by killing The One if you is on your team.
Show menu in Tacops: When this box is checked, the Bullet Time menu will show after you spawn in a game of Tacops, so you can bind your keys (it is sometimes impossible to call the menu from the Tacops main menu). If you don't want the window to show, check this box.
Disable the Tacops fix: Bullet Time uses several "hacks" to make it work properly with Tacops 2.1.4 or higher. If you don't want this, check this box.
Use normal HUD color for HUD icon: If you want the Bullet Time icon the become the color of the rest of your HUD, check this box.
Constant 3rd person camera: If you like the third person camera view (the view that is used when dodging third person) so much that you want to use it all the time, check this box.
Don't play Matrix voice clips: Check this box if you don't want the voice clips from The Matrix to be played (the welcome sounds and the sounds when you you become The One or when are killed when being The One).
Don't use trail effect for bots: When a bot is The One and he is in Bullet Time, he leaves a trail so the player can track him a bit more easily. This trail can take up quite a bit of CPU power though. Check this box if you don't want the trail to be drawn. Checking this box will increase your performance.
Use bullet trails: New in this version of Bullet Time are the trails that are visible behind every projectile. If you want these trails to be drawn, check this box.
Use Bullet Time: When you press and hold this key, you will go into Bullet Time. When you release it, you go out of Bullet Time.
Toggle Bullet Time : When you press this key, Bullet Time toggles on. If you press it again, it will toggle off. Bind a key to this option instead of the previous if you don't want to hold the Bullet Time key all the time.
Stop Projectiles : When you press this key, you will Stop all projectiles flying around, such as rockets, biogel blobs and pulse rounds. You can only do this if you have enough Bullet Time left, and if you are The One. Note: you don't stop your own projectiles.
Reverse Projectiles : When you press this key, you will send all projectiles such as rockets back from where they came from. The best part: if it kills anyone on it's way back, YOU get the credit for it instead of the player that shot it. Great for when a Redeemer comes flying at you. You can only use this option if you have enough Bullet Time left and you are The One. Note: you don't reverse your own projectiles (because you don't want your rocket to come back and blow up in your face, do you ?
Dodge bullets : This button will make your character automatically dodge incoming projectiles. You can only do this if you are The One. Press this
button again to stop dodging.
The basics:
I will briefly explain what Bullet Time is about here. In Bullet Time, one person is 'The One', like in the movie
The Matrix. The One has special abilities: he can control time and projectiles (remember the last scene from The Matrix ?).
You can become The One by killing the person that currently is The One. If you get killed, too bad, you're not The One.
At the beginning of a game, nobody is The One yet. You can then become The One by killing someone. In teamgames, you can't
become The One by killing someone from your own team (Unless Punish TeamKills in the menu is turned off). Because that would be lame, eh ?
The One needs Bullet Time to power his special tricks. You start with a certain amount of Bullet Time when you first spawn in
the game. You can configure that amount in the menu. You earn a configurable amount of Bullet Time after each valid kill.
You get three times the normal amount of Bullet Time for killing The One. Bullet Time is deducted for a teamkill - teamkilling
The One will deduct three times the normal amount of Bullet Time. Suiciding will also cost you Bullet Time.
If you kill The One and become The One yourself, you also get a bonus in frags, which is configurable trough the menu. Keep
in mind when setting this value that you get a standard + 1 in frags for killing someone, even if the bonus is set to 0.
Team killing the One will again cost you this bonus.
When you are The One, there is a little sound that helps you stay The One. When you are badly hit (the amount of health
loss that means badly hit is configurable in the menu), a phone will start to ring, revealing the location of the
nearest med box. So when you hear that sound and you get the message "Pick up the phone", run Forrest run ! You can
disable this feature in the menu in case you don't like it.
For info about The One's special tricks, see their explanations in the key config help.
The Bullet Weapons mutator:
Because the default Unreal Tournament bullet shooting weapons (enforcer, minigun and sniper rifle) are really instant hit weapons,
I've made bullet shooting versions of them. Use the Bullet Weapons mutator to use these bullet shooting versions. The Bullet Weapons
mutator is very small and very simple, and doesn't have any form of configuration.
The reason that I added this functionality in a seperate mutator is that I wanted the original Bullet Time mutator to be
pure and compatible. Because the Bullet Weapon mutator relies on the Unreal Tournament default weapons (which it then replaces)
it isn't fully compatible and thus I decided to make it a seperate small mutator.
The Bullet Speed mutator:
The Bullet Speed mutator is a very small mutator for use with the Bullet Weapons mutator only that has a simple configuration. The configuration menu allows you to
set the speed that you want the bullets to travel at. You can do this by either entering a value in the text field or
by using the slider. The new value will be displayed in the window.
Known issues:
Bullet Time relies on the standard Unreal Tournament animations to do it's dodging animations. When you are using
custom player models, some of these animations might not be included and thus screw up the dodging. I suggest not
using the dodge feature when such problems arise.
Credits:
Name: Bart 'eXoR' Jansen
Email: eXoR@PlanetUnreal.Com
Website: Http://www.PlanetUnreal.com/eXoR
Task: Doing everything, I did this mutator all by myself.
Beta test team:
Paul 'Makari' Hammond, Mark 'Sic6siX' Jones, Stuart 'Infinity' Bury, Joe Conti.
Additional thanks:
I would like to thank the following people for their aid in creating Bullet Time (in no particular order):
Simon 'Calva' Vennekens for his advice, idea's and support, Ob1-Kenobi for helping me get started with Unreal Script,
Mongo for his tutorials that made me understand replication, Dr Sin for his Window Replication Info, the whole DUK clan
and Patrick 'DarkY' Stalman in particular for helping me fix my PC when I broke it again, all the beta testers that helped me
get Bullet Time as bugless as it is (or should be, heh) now, my sister for leaving the computer when I asked,
and everyone else I forgot :)
Legall stuff
Unreal Tournament ©1999 - 2002 Epic Games Inc. Created by Epic Games, Inc. in
collaboration with Digital Extremes. Unreal and the Unreal logos are trademarks
of Epic Games, Inc. All rights reserved. All other trademarks are the property
of their respective companies. Copyright © 2000, © 2001 Infogrames
Entertainment S.A. All Rights Reserved.
Max Payne and Bullet Time are trademarks of Remedy Entertainment. All Rights Reserved.
Hope they don't mind I uh .. borrowed some idea's and sounds of them :)
Bullet Time for Unreal Tournament is the property of Bart 'eXoR' Jansen 2001.
You can distribute the package freely on any medium including CD's that ship with magazines,
as long as you leave the .umod file intact and notify eXoR at Exorcist@Gamepoint.Net.
You are NOT allowed to sell Bullet Time for money.