Handy Vandal Unreal 3 mods (nonfiction)
Mods for Unreal Tournament 3 by Karl "Handy Vandal" Jones.
Game modes
Colony
Prefix: CLNY
Custom actors
- UTColonyField
- UTColonyHuntingCamp
- UTOnslaughtPowernode_ColonyTreasury
- UTColonyHiveStart
- UTColonyPlayerStart
- UTColonyDefensePoint
- UTColonyModeInfo
- UTVehicleFactory_ColonyLeviathan
Hospital
Prefix: HOSP
Soul War
Prefix: SWAR
Team Co-op Warfare
Prefix: TCWAR
Vehicle Thief
Prefix: VTHF
Mutators
Bio-Cannon
Claymore Deployable
Drone Cicada
=== Flying Leviathan
Grab Walker
Subclassed Darkwalk has grab tentacle
Hive Drones
Hive Trackers
UT3 Trackers Mod: Numerical Index of All 68 Design Modules - Google AI
1. The "Chronos-Phased" Trailing System**
The Concept: Tracking the enemy via localized time-dilation bubbles and physics disruptions left behind by extreme cloaking fields.Gameplay Loop: Players follow a path of anomalies (such as frozen weapon projectiles, backward-spinning debris, or inverted gravity) that grow larger and more violent as they approach a hidden Hive outpost.Technical Implementation: Hooks into UT3's native RB_Constraint structures or projectile velocity vectors within a specific radius of a hidden pathing node network, temporarily overriding physics states based on player proximity.
2. **Neuro-Acoustic Echolocation**
The Concept: Pinpointing cloaked machine units by identifying sonic shadows or visual voids where ambient audio is actively suppressed.Gameplay Loop: In maps shrouded by complete darkness or heavy fog, players fire sonic pulses (using modified shock rifles or specialized grenades). Moving objects create standard white sound waves, while hidden Hive structures absorb sound, creating distinct, readable blind spots.Technical Implementation: Modifies the post-process canvas drawing code to project a custom material overlay. It renders the world via edge-detection but masks out and blacks out areas where hidden Hive nodes are actively damping environmental frequencies.
3. **Subverting the Hive Mind's "Ping"**
The Concept: Baiting the Hive's mesh network to trace physical data signals back to their source coordinates.Gameplay Loop: The player deploys a "Data Decoy" (a fake ammo dump or mining drone). When a cloaked Hive Tracker approaches to scan it, the player must defend the decoy until a digital tracer is successfully injected. Once complete, physical network cables of light illuminate across the HUD, leading through geometry directly to hidden blast doors.Technical Implementation: Codes a custom actor behaving like a standard UT3 node that monitors for cloaked bot pawns within a radius. Upon a "scan" completion event, it draws a series of DrawDebugLine paths or sprite-chain pathways leading directly to the target coordinates.
4. **Environmental Desecration**
The Concept: Tracking the percentage of map "cyber-infection" left behind by unique, hyper-dense synthetic coolant leaks.Gameplay Loop: The Hive's presence physically alters the map's static meshes over time. Green foliage turns into brittle metallic crystal shards, and standard concrete structures sweat a luminescent, copper-colored "glow-rust." Players follow the decay trail directly to hidden nests.Technical Implementation: Leverages UT3's Material Instance Constants (MICs). An UnrealScript manager dynamically updates texture parameters (like emissive glow or texture blending layers) of specific environmental meshes as the player gets closer to the target zone.
5. **Bot-Allying "Quantum Scent" Mechanics**
6. **Coolant Camouflage**
7. **Elastic Anchor (The Recoil Hunt)**
8. **Chasing Shadows (The Coup Metric)**
9. **Chronological Stalk (The Paradigm Loop)**
10. **Deductive Reconstruction (The Mind Palace)**
11. **Byzantine Consensus (The Traitor Protocol)**
12. **The Defection Matrix**
13. **The Interrogation Wire**
14. **Systemic Desiccation**
15. **Make 'Em Sweat (Under the Bright Lights)**
16. **Spectral Isolation (The Fourier Matrix)**
17. **The Golden Spiral**
18. **The Butterfly Vector (Deterministic Chaos)**
19. **Infinite Recurrence (The Mandelbrot Fold)**
20. **Volumetric Recursion (The Literal Scale Mode)**
21. **Abiogenesis (The Primordial Feast)**
22. **Phase Separation (The Hydrophobic Matrix)**
23. **Logic Gate (The Transistor Matrix)**
24. **Stimulated Emission (The Laser Cavity Matrix)**
25. **Specular Speculation (The Mirage Maze)**
26. **Specular Ballistics (The Kinetic Reflection Addendum)**
27. **Specular Rotations (The Movable Mirror Addendum)**
28. **Prime-Time Predator (The Ratings Hunt)**
29. **The Black-Market Contract (Bounty Hunter)**
30. **Rival Hunter Bots**
31. **The Stochastic Trace (The Markov Matrix)**
32. **Lambda Saturation (The Poisson Drift)**
33. **Automaton Grid (The Conway Paradigm)**
34. **Topological Entanglement (The Sprouts Protocol)**
35. **Kinetic Lattice (The Phutball Protocol)**
36. **The Wolfram Cipher (Rule 30 Cascade)**
37. **The Vitruvian Triad (The Sacred Grid)**
38. **Corporate Abiogenesis** `[Combined: Mode 21 + Mode 28]`
39. **Meiotic Recombination** `[Mitosis / Meiosis Split]`
40. **Luciferin Radiance** `[Combined: Mode 2 + Bioluminescence Physics]`
41. **Oxidative Shedding** `[Combined: Mode 40 + Thermodynamics]`
42. **The Dioxetane Spring-Trap** `[Combined: Mode 41 + Mechanoluminescence Physics]`
43. **Symmetry Breaking (The Floquet Engine)** `[Combined: Mode 1 + Time Crystal Physics]`
44. **The Planck Epoch** `[Combined: Mode 1 + Planck Scale Physics]`
45. **Acoustic Phutball (The Resonance Leap)** `[Combined: Mode 2 + Mode 35]`
46. **Chronos-Semiconductor** `[Combined: Mode 1 + Mode 23]`
47. **Deductive Siphon** `[Combined: Mode 3 + Mode 10]`
48. **Desecrated Chaos** `[Combined: Mode 4 + Mode 18]`
49. **Quantum Camouflage Hunt** `[Combined: Mode 5 + Mode 6]`
50. **Anchor Recoil Grid** `[Combined: Mode 7 + Mode 33]`
51. **Shadow Coup Interrogation** `[Combined: Mode 8 + Mode 15]`
52. **Stochastic Paradigm Loop** `[Combined: Mode 9 + Mode 31]`
53. **Byzantine Base Rule** `[Combined: Mode 28 + Mode 11]`
54. **Sardines Grid Paranoia** `[Combined: Mode 28 + Mode 12]`
55. **Green Light Cipher** `[Combined: Mode 28 + Mode 36]`
56. **Blind-Stab Interrogation** `[Combined: Mode 20 + Mode 13]`
57. **Resonant SGI Scarcity** `[Combined: Mode 28 + Mode 14]`
58. **Symmetric Contract Matrix** `[Combined: Mode 33 + Mode 29]`
59. **Rival Traitor Network** `[Combined: Mode 11 + Mode 30]`
60. **Spectral Dioxetane Isolation** `[Combined: Mode 16 + Mode 42]`
61. **Golden Spiral Evolution** `[Combined: Mode 17 + Mode 21]`
62. **The Butterfly Interrogation** `[Combined: Mode 18 + Mode 15]`
63. **Mandelbrot Prime-Time Fold** `[Combined: Mode 19 + Mode 28]`
64. **Volumetric SGI Shift** `[Combined: Mode 20 + Mode 14]`
65. **Hydrophobic Logic Gate** `[Combined: Mode 22 + Mode 23]`
66. **Stimulated Subharmonic Emission** `[Combined: Mode 24 + Mode 43]`
67. **Specular Bounty Labyrinth** `[Combined: Mode 25 + Mode 29]`
68. **Movably Scaled Specular Matrices** `[Combined: Mode 27 + Mode 20]`
- Google AI @ Google
Human Cannonball
Mine Layer
From UT 2004
