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Main » Files » UT

[ Download from this server (35.6Kb) ] 29-Dec-2011, 8:08 AM | edited on ,
6/18/2012 UTSPFix RC5

These GameTypes are targeted at players who are adding Monsters to default UT games.

The amazing amount of errors and warnings in the log file that show up when ScriptedPawns, (Monsters), are
added to the default UT Gametypes have annoyed me for years.
Decided to do something about it.

I had determined a while ago that most of those problems could not be corrected via a mutator
without causing even more issues. Decided to try and just fix the default gametypes.

UTSPFIX adds the following new gametypes:

DeathMatch - SP Fix
Team DeathMatch - SP Fix
CTF - SP Fix
Assault - SP Fix
Domination - SP Fix

Configuration for all settings other than the new ones are done the same way as you have always done them
via the Practice Match config screens. Just pick one of the new gametypes and setup the game with the
settings you want as usual.

These gametypes include some extra options.

1. Bot may be more inclined to attack monsters if they encounter them.
2. Added 2 new config variables that add 3 scoring options when a monster is killed.

New config variables:


bScoreSPKills=True // If True, players score point for killing monsters.
bNegScoring=False // If True, players lose a point for killing monsters. (bScoreSPKills must be False)

For the AS_SP gametype only:
bScoreTeamKills=True // If True counts kills of other players or bots in the Team Score, as well as monsters.
(Default Assault makes no use of the team score....)

New options for the DM_SP gametype:

bScoreSPKills=True // Same as described above.
bNegScoring=False // Same as described above.
bScoreDeathsBySP=True // If True, players deaths is incremented if they are killed by a monster.
bMonsterTeam=True // If True game adds a Player named "The Monster Team" to the game. Will score a point whenever monster kills a bot or player.
bScoreSPvsSP=True // If True, and bMonsterTeam=True, "The Monster Team" will score a point when a monster kills another monster.

New options for the TDM_SP gametype:

bScoreSPKills=True // Same as described above.
bNegScoring=False // Same as described above.
bScoreTeamKills=True // Same as described above.
bMonsterTeam=True // Same as described above.
bScoreSPvsSP=True // Same as described above.
MonsterTeamNum=3 // Team number to put "The Monster Team" on. Valid range 0-3.
ForceTeamNum=255 // Team number for Human Players. Valid range 0-3. If 255, players can join any team.
bSpawnInTeamArea=True // Attempt to spawn players and bots in Team Area, if the map has PlayerStarts for that team.
bRandTeams=False // If True, The Monster Team will be on a random team between 0-3 each game.
// If True AND ForceTeamNum is NOT 255, Players will also be placed on a random team.

Note regarding MaxTeams.
The default setting for number of teams you can set during game config, will be used
for adding bots and players, and team balancing, if it is enabled. By setting some of the new variables, you can force
additional teams for human players and/or The Monster Team as you wish.

If The Monster Team is on any team, and that team wins, the game will announce that "The Monster Team" has won.

These new options may be accessed 2 ways.

1. Via the UT menu. Options - Advanced Options - Game Types*
2. Edit the new gametype sections in your UT.ini file.

2. After you play a game with one of the new gametypes, a new section should be appended to
you UnrealTournament.ini file.

Look for sections: [UTSPFix5.DM_SPGame], [UTSPFix5.CTF_SPGame] etc.

You can edit the settings there if you wish.



Drop and UTSPFix5.u into your UnrealTournament\System folder.
Select one of the new gametypes and play.


For servers, add UTSPFix5 to the ServerPackages section of your ini file.
uz file provided for your redirect.

You will need to be using a mapvote mutator that lets you specify the
GameType classes in its ini file.

Look for a section like this:


Change it to this:


Enjoy !

*Credit to Dr.Flay over at for the int file tweak that gives access to the
gametype settings in Advanced Options.
Note you must have OldSkool installed for the Advanced Options menu to be available.
Category: UT | Added by: MrLoathsome | Tags: fix, Gametypes, scorekill, Monsters, UT
Views: 1690 | Downloads: 259 | Comments: 7 | Rating: 0.0/0 |
Total comments: 7
Also the monsterteam thing is kinda cool
if it allows to play Domination against them!
So mapopers could create new battlefield like
scenarios with monsters.


If you are still around, check out the MegaDomination download.

Thanks for answering!
Its absolutely great knowing
someone still works on this!
It rather gonna be a small
UT revolution than simply
just another mutey!

Hello Alex. Welcome to the site.

That is one of the top things on the list for the next update on this. (Getting monsters to attack bots better)

What you noticed, is how it currently functions, so you did not miss anything.

If a bot bumps a monster, or damages one with stray fire or explosions etc, the monster should attack, but
they still ignore them unless something "owned" by the bot touches them.

I am planning on resuming work with this thing shortly after I finish an update for the MoreBlood mutator.
Hope to start on that in the next week or 3.

Hello Mr. Loathsome -
im replying to the UTSPFix script which interests me.
When im trying it with dmindustrialzone (has monsters)
though the bots dont ignore the monsters as with normal
deathmatch still the monsters ignore the bots.
Is this wanted or did i maybe mess something?
Anyways i like to make a CTF4 map where the match
happens around a monster party which be attacked and
attack all botteams while theyre still stealing flags.
But this requires that the monsters also attack .. .
Greetings - Alex!

*If running the DM_SP gametype with the BadNews! mutator, you will want to
set bScoreDeathsBySP=False, or you will get 2 deaths counted when you are killed by a


Avoid running this with the ScoreSave mutator.
The respawning with 0 health issue seems to be caused
by that with these gametypes.

6/6/12 - Progress note.

I think I have eliminated that issue with players respawning with 0 health if killed by a Monster before 1st blood.

Been working out details regarding scoring/sudden death overtime, Killing spree's etc when the Monster Team is in the
game. The MonsterTeam will go on sprees, get 1st blood etc.

Current "alpha" of this is running on the MooCow Assault/DOM & DM/CTF/TDM servers.

The MonsterTeam option is only available in the DM and TDM gametypes.

Still working on details for the new TDM gametype.....

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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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