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Main » Files » UT

Loathsome's Laser - RC3
[ Download from this server (2.16Mb) · Screenshot ] 10-Jan-2016, 1:16 PM
Loathsomes Laser RC3 by MrLoathsome

Changes from RC2:

1. Fixed issue with LaserLength value not working online.
2. Even more sanity checks to prevent client-side Accessed=None errors.

Changes from RC1:

1. Excellent new skin thanks to papercoffee over at
2. Added display of Laserbeam length to the HUD next to the magnification
factor when zoom is on.
3. Added new default variable bShowLen.
4. Fixed issue with Left hand view.
5. Removed the scripted texture crap that the Pulsegun uses to display current
ammo amount on the side of the gun in 1st person view. (Who looks at that?)
6. Minor changes to improve bot use.
7. Further code optimizations and sanity checks added where needed.


Few weeks back I decided that the FrickinShark pawn I was working on needed
a laser for ranged attacks.

Figured I would try to tweak the AltFire plasma beam "projectile" from the
UT PlasmaGun into a laser beam for the sharks.

Seemed to work fairly well so I made it into a new gun for UT. (My first Weapon!)

Primary Fire = A laser beam.
Secondary Fire = Zoom. (No crosshair....)

There are 3 default variables you can adjust for this weapon.


How long the laser beam will be. Default 20. (Just a bit over 2x longer than PlasmaGuns beam.)
Recommended range 4-100. (100 = 8100uu approx.)

No checks are made on this value. Try lengths longer than 100 at your own risk.
Your UT will crash with an infinite loop error if you go too high. The exact number
where it will crash varies due to so many variables, it is hard to pinpoint.


Allows control of amount of damage done. Default 72.
Recommended range 10-200.

No checks are made on max value. At 800, it almost insta-gibs Titans. (Offline)
Still need to test it more with higher values.

Values less than 10 will result in little or no damage at all.

Note this is NOT an insta-gib rifle or railgun, although with values equal to
or greater than the targets current default health value, it is close to insta-gib.

At higher LaserLength values, you can see the beam grow to the max length.
The entire beam is dangerous, not just the tip.


Optionally display current Laser Beam length on HUD when zoom is off. Default False.
This just sets the initial state.

May be toggled on/off ingame by tapping the AltFire button while firing a
laser beam in normal non-zoomed viewing mode.

To Summon into games:

Weapon class: 'LoathsomeLaser_RC3.LL'

Ammo class: 'LoathsomeLaser_RC3.LAmmo'

Use the included LaserArena_RC3 mutator to try it out in some DM.

If you have SwarmSpawner, you can use the included SwarmSpawn.ini
file to add some lasers and ammo to any game.

For servers, LoathsomeLaser_RC3 needs to be in the ServerPackages.
LaserArena_RC3 does NOT need to be in ServerPackages.

uz file included.
Category: UT | Added by: MrLoathsome | Tags: UT99, Weapon, Laser
Views: 1016 | Downloads: 53 | Rating: 0.0/0 |
Total comments: 0
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by: MrLoathsome on 17-Nov-2017

by: medor on 11-May-2017

by: kellykevin450 on 22-Nov-2016

by: kellykevin450 on 22-Nov-2016

by: kellykevin450 on 22-Nov-2016

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Latest Comments
File Catalog
MrLoathsome on 14-Dec-2015:
This is now depreciated.

Use the FrickinShark_RC4 instead.

MrLoathsome on 26-Oct-2015:
Note.  This will not work with U1.
I compiled it with Botpack as an edit package.  DERP!!!!

RC2, will work with U1 and UT.
It will most likely also fix the errors inherited from the Fly code that
occasionally cause the warnings in the log. (State TacticalMove.  Function PickDestination craps....)

MrLoathsome on 05-Oct-2015:
Check the Forum thread for a new example ini file.

MrLoathsome on 24-Sep-2015:
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner
mutator instead of the mutator included in the Zombies5 package, I think you can
adjust that.  (Haven't testing adjusting that specific setting yet,....)

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Core on 13-Dec-2011:
Lol, HellZombies in EXU. The skaarj won't be happy angry


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