## Mutators in UTeamFix

I am not going to describe the use of mutators here, I expect admins to be familiar with basic mutators - if not, don't worry because Unreal mutators are weak, powerless and uninteresting anyway - so you missed NOTHING.

UTeamFix introduces a new mutator class which has all abilities of normal mutators plus a ton new ones.

UTeamFix can use both old mutators and its own new ones in combination (simultaniously). All of UTeamFix internal pre-made mutators can also be activated easily from the advanced options menu and do not have to be added to the command line (although that would work too).

There are 2 menu categories in the advanced options:

1. Mutators (en/disable): in this menu, you will find a listing of all pre-made mutators which can be switched on and off. To enable or disable mutators during game inside the server, use the `game` and `mut` commands.
2. Mutators: that's the really interesting menu, all mutators that -can- be configured are in here with their configs. You will find explanations to all mutators and how they can be configured below.

### (Anti)ClipGuns

This may need some explanation, anyway UTF supports guns with reloadable ammo clips now in several fashions. Read all the details in the Clip Guns chapter.

### DarkMatch

Formerly, DarkMatch was a stand-alone gametype. What a waste of code... this gametype has been moved completely into this mutator, enabling it to be combined with other game modes (such as team for example - there was never a team-darkmatch was there :-P.

DarkMatch has no configurable options.

### Domination

Another game type converted to a mutator. This one will ONLY work in teamgames. See the Domination Pages for details.

### EDM Instagib

Smartball's EDM-instagib version. Does not run together with Zark. All items except a few are taken out of the map, bots are insanely good so set their skill levels low if you plan on running this permanently. Spawnprotection (if present) is reduced to 1 second maximum.

### GB_[modname]

Mutators starting with GB_ are Game Bridges. Refer to the corresponding Game Bridge documentation.

### Gunspeed

This mutator changes every guns normal firing/alt-firing speed. You can have every (speed mutation possible) UTeamWeapon changed in speed -or- the normal Unreal guns individually in particular.

Options:

- bGlobalSpeed - if set true, all guns will be modified by the same speed modifier using GlobalSpeed
- GlobalSpeed is the global speed setting (see above) for guns)
- Speed_[gun] are all the indidivual (standard) Unreal guns, you may modify each individually in speed, but that requires bGlobalSpeed to be false

By default, global speed modification is set true with a modifier of 1.5, so all guns will shoot 1.5 times as fast. Please note that not every setting can be achieved. The animations in weapons were not really designed for speed changes, so setting values extremely high may lead to unwanted side effects. Also, I wouldn't expect Game Bridge Weapons to support this mutator.

### King Of The Hill

Another game-mode that has been moved to a mutator, ready to be combined with whatever - except teamgames, where it will refuse to register.

Options:

- KingDamageScaling is a damage multiplier for the King, the default is "2.0" so the King always deals double damage.

### LIE (UTF internal version)

This is a technical mutator which will activate itself if you configure any option on it to 'True', it will NOT show up in the internal game-menu.

LIE stands for Local Internet Effects and was originally a standalone mod. The goal of LIE was, to make internet games look more like local matches, e.g. botmatches.

For example, if you look through a portal (e.g. Radikus at the SuperHealth), you do see what's going on at the other side if you play locally (you see items and players through the portal) but not so in network games.

Replication is the reason for this! In network play, the server decides what data to send to a client after a set of rules. One such replication rule states that everything which is in a player's direct line of sight has to be replicated. Since a portal is effectively a teleporter the stuff behind the portal when tracing is... just a WALL!

The actors on the other side of the portal are NOT in your line of sight (by tracing means) so the server will not send you data about them - thus, you don't see any items or people behind on the other side.

LIE overrides some of these rules and forces the server to send the data anyway.

Whichever item you mark as "True" will have its replication rules overriden in game and will thus be visible around corners, through teleporters or transparent walls - just as it should be!

NOTE that some extra lag might be induced by enabling LIE. A careful configuration will only enable items like Ammo, Weapons, Pickups (if you choose Pickups, it affects Ammo and Weapons, however selecting Weapons additionally will include Dropped Guns during runtime) and Players. All other options are considered 'advanced' and will use quite a bit of extra bandwidth especially with a larger amount of players. Side effects may occur which are unpleasant.

### MonsterMash

MonsterMash has evolved to version 2. Read everything about the critter killing game in the MonsterMash page.

### Vampire

Players will steal health from other players when they cause damage to them.

Options:

- MaxHealthFactor is how much health the life-stealing abilities can give a player totally relative to the default health. By default, the factor is "1.0" so the max health for a human player would be "100" which can be gained by hurting other players - this would mean a vampire can only heal up to 100 hitpoints. A setting of "2.0" would mean a Vampire could get superhealth (up to 200 hitpoints) by hurting others.
- RegenerationFactor is a multiplier for the amount of life that is stolen per hit. The default setting of "1.0" steals exactly the amount of health you hurt someone. A setting of "0.5" would add 50% of the hitpoints another player loses to the one causing the damage.

Both settings default to "1.0". Note that only real blood counts so even if you headshot a player who has low health but shields the player may survive the hit without health loss (due to shield) and you get only a tiny bit of health back, because the target's real health is low. On the other side, a healthy player may yield extra health if it has shields and armor - provided you can hit often enough...

### Zark

What the fugg is Zark? Well it's a (silly) mod I saw in UT and at first didn't like at all! But it gets better the more you play it... usually :) - I like my Unreal version better than the UT one though!

The Zark Assault Rifle is a fast firing Rifle (about 3 to 4 times the firing rate of a normal Rifle) - as you may imagine it kicks quite some ass and you wouldn't want any aimbotter to even get close to one :-P

Activating this mutator causes the following changes to games:

- All players get a Zark Rifle at spawn time fully loaded (50 shots)
- All ASMDs are replaced with Rifle ammo
- All ASMD ammo is replaced with Rifle ammo
- All normal Rifles are replaced with Rifle ammo
- All Amplifiers are replaced with Rifle ammo
- The Zark is forced throwable and brought up automatically
- Spawn Protection (if any) is reduced to 1 second

STRATEGIC NOTES: first off, if you play this against bots, you will likely get frustrated if you make them higher skill, because they tend to kick ass. Something that people often forget when playing Zark is, that it is not the only gun in the game - it may be the most powerful one and the dominatingly used one (otherwise it was "just another gun in the arsenal") but yet especially a load of rockets, grenades or flak may still come in handy around corners and hallways... If you engage head on all the time with equally skilled players you will just die as often as you score, so use tactics - BECAUSE ONCE THE FIRING STARTS it's usually over the moment after...

This mutator has no configurable options - NOT YET I PLAN ON SOMETHING :-D.