Name: [UT2004] Mercury Missiles v2
Version: 2.0
Author: Wormbo (Website: http://www.koehler-homepage.de/Wormbo/)
Date Submitted: September 21, 2025
Description
Mercury Missiles 2
==================
by Wormbo (Website: http://www.koehler-homepage.de/Wormbo/)
Description
-----------
With the Mercury Missiles mutators you have a rocket launcher that shots
high-speed rockets and has a configurable zoom feature. The rockets even
accelerate after being fired and can penetrate opponents once they reached a
certain velocity.
There are five different mutators available in Mercury Missiles 2:
* Mercury Missile Arena
A configurable Mercury Launcher Arena mutator.
(class name for server admins: MercuryMissiles2.MutMercuryArena)
* Mercury Missile InstaGib
InstaGib mode (vehicles take regular damage, though)
(class name für server admins: MercuryMissiles2.MutMercuryInstaGib)
* Mercury Missile WildFire
WildFire mode, for Excessive Overkill fans
(class name für server admins: MercuryMissiles2.MutMercuryWildFire)
* Mercury Missile Launcher
Only the Rocket Launcher is replaced
(class name für server admins: MercuryMissiles2.MutMercuryMissiles)
* Mercury Missile Sniper
Sniper Rifles and Lightning Guns are replaced
(class name für server admins: MercuryMissiles2.MutMercurySniper)
Installing Mercury Missiles 2
-----------------------------
Simply extract the .U and .UCL files in the ZIP file to your UT2004System
directory. If you want to record demos with mercury missiles, you also have to
add the following line to the [Engine.GameEngine] section of UT2004.ini:
ServerPackages=MercuryMissiles2
Configuration
-------------
The four mutators are configured independantly from each other, but they have
similar configuration options:
* Amplify Double Damage sound
Changes the Double Damage firing sound to that of UT2003, which is easier to
hear.
Independently from this option, amp'd Mercury Missiles will have a pink glow.
* Keep Linkgun (only Mercury Missile Arena and Mercury Missile WildFire)
If the gametype allowes vehicles (e.g. Assault and Onslaught) the Linkgun is
not removed from the map when this option is enabled.
* Keep Shieldgun (only Mercury Missile Arena and Mercury Missile WildFire)
The Shieldgun is not removed from the game when this option is enabled.
* Multi-Hit Awards
Directly hitting (i.e. not with splash damage) two or more enemies with a
single Mercury Missile increases the player's score by 1 point.
Doing the same with teammates decreases the player's score by 1 point.
If enemies and teammates are hit, the higher of the two hit counts is used.
* No Splash Damage (not Mercury Missile InstaGib)
When enabled, Mercury Missiles will not do any splash damage. They will keep
their small splash momentum, though. In InstaGib mode splash damage is always
disabled.
* No Zoom
Disables the Mercury Launcher's zoom mode.
* No Movement Prediction
Disables the movement prediction indicator displayed while zooming.
* Random DM Colors
Randomly picks one of five color sets (red, blue, green, gold, neutral/DM)
each time the player gets the Mercury Missile Launcher in non-team game types
instead of always using the neutral/DM color all the time.
* Rocket jump boost
Increases the splash damage momentum applied to the firer by his/her own
missiles. In WildFire mode you can actually do wall climbs if this option is
enabled.
* Unlimited Ammo (only Mercury Missile Arena)
The Mercury Launcher doesn't use any ammo when this is enabled.
These options can be configured individually for each of the mutators. They are
all available in the webadmin interface.
If the Mercury Missile Launcher's zoom mode is not disabled, players will be
able to configure it clientsidely by using the keys F1 to F5 while holding the
alternate firing button.
* F1 - Toggle help text
This will toggle the status and help text displayed when the player presses
the altfire button.
* F2 - Toggle instant zoom
When this is enabled pressing the altfire button will zoom in and releasing
it will zoom out. Otherwise pressing altfire once zooms in and pressing it
again zooms out.
* F3 - Toggle auto zoom mode
Depending on the Instant Zoom setting this has various effects.
With Instant Zoom enabled Auto Zoom determines whether a good zoom level
should be calculated when zooming in or whether a fixed 3x zoom should be
used instead.
With Instant Zoom disabled Auto Zoom toggles between the way the sniper
rifle's zoom works and a way similar to the AVRiL's lock-on mode, only
without automatically zooming out when releasing the altfire button.
* F4 - Toggle zoom level display
This toggles the zoom level display on or off.
* F5 - Toggle movement prediction indicator
This option is only available if movement prediction wasn't disabled in the
mutator configuration. The movement prediction indicator displays the point
you have to fire at to hit your opponent.
(The indicator will not compensate ping, only regular movement.)
The keys can be configured in the [MercuryMissiles2.MercZoomConfig] section of
your User.ini. The section will be created the first time you change the zoom
configuration.
Hints
-----
Mercury Missiles fired while affected by the Double Damage will have a purple
glow and will keep the increased damage even if Double Damage wears off or the
player dies before the rocket hits.
Line up multiple opponents in the distance so a Mercury Missile can hit a
second or maybe even a third opponent after piercing through the first. Doing
this will give you an adrenaline bonus, but hitting teammates this way will
slightly decrease your adrenaline.
You can get an "Eagle Eye" announcement by picking off opponents in mid-air.
You will also hear a headshot announcement when another player's
Mercury Missile blows off your head.
Shield will prevent piercing, but cannot prevent headshots.
Mercury Missiles probably have the highest range of all UT2004 weapons.
They can easily travel across even the largest Onslaught maps like Dria,
although it's almost impossible to hit anything over that distance.
Onslaught maps are probably the only chance for a Mercury Missile to reach its
maximum speed. On Dria this happens about half way across the map from one
powercore to the other.
Don't just stand there zoomed in watching that Mercury Missile flying directly
towards your face! If you have enough time to watch it getting larger, you also
have enough time to dodge it.
Credits
-------
Mercury Missiles was inspired by the weapon with the same name in Descent 2 by
Parallax Software and Interplay Productions.
This mod uses sounds from:
* UT2003 (amplified Double Damage firing)
* Descent 2 (firing, under water explosion)
* Chaos UT GOTYE (player hits)
* Quake 3 Arena ("Impressive", thruster, explosion)