07-14-2010, 11:16 PM 
	
	
	
	
		I would really like to see a character class mutator(s) coded into Xonotic, or at least the underlying support for it. There would be several benefits:
It could be implemented in stages, with even the first stage being playable and later ones adding major enhancements. Example:
Stage 1
Stage 2
Stage 3
Optional
A similar project was started by Psychcf a while back for Nexuiz. I think his files are still available HERE.
The trouble is, I have only started teaching myself C/C++ very recently and the nightmarish lack of reason and tools behind the QuakeC "language" would make it hopeless for me to do this myself in the near future.
So could/should I add this as a feature in the dev tracker?
Is there anyone with a knowledge or interest in QuakeC who'd take a shot at implementing this? I do know how to model and texture, so maybe I could in return do some content that you want/need for your own pet feature. 
	
	
	
- Another potentially popular game changer like Minstagib.
 
- Another dimension of game-play-depth and replay-ability.
 
- Mutator would work in all game types.
 
- Could especially enhance teamplay modes like CTF, Domination, Onslaught, Assault and Keyhunt.
 
- Would not require new features beyond class system itself and class selection UI.
 
- One of the last features any other shooter has which Xonotic still lacks anyway.
 
- Really fun.
 
- pL0X 1 mU57 h4z 7H15 !1!!!1!
 
It could be implemented in stages, with even the first stage being playable and later ones adding major enhancements. Example:
Stage 1
- Ability to modify via .cfg all cvars in physics.cfg per character class.
 
- Ability to modify via .cfg all cvars related to health / armor per character class.
 
- Random character class selection upon spawning.
 
Stage 2
- Ability to modify via .cfg starting weapon per character class.
 
- Ability to modify via .cfg if equipped with jetpack or grapple hook per character class.
 
- Player ability to choose his/her character class for each respawn.
 
Stage 3
- Ability to modify via .cfg what items can be picked up per character class.
 
- Ability to modify via .cfg if equipped with fuel-regen jetpack or grapple hook per character class.
 
Optional
- Ability to modify via .cfg bounding box dimensions and origin per character class.
 
- Ability to modify via .cfg bounding weapon origin per character class.
 
- Ability to modify via .cfg AI per character class.
 
A similar project was started by Psychcf a while back for Nexuiz. I think his files are still available HERE.
The trouble is, I have only started teaching myself C/C++ very recently and the nightmarish lack of reason and tools behind the QuakeC "language" would make it hopeless for me to do this myself in the near future.
So could/should I add this as a feature in the dev tracker?
Is there anyone with a knowledge or interest in QuakeC who'd take a shot at implementing this? I do know how to model and texture, so maybe I could in return do some content that you want/need for your own pet feature.
 
	



![[Image: nexsig.png]](http://www.psychdesigns.net/~psychcf/sigs/nexsig.png) 

![[Image: di-712770583645.png]](http://img.xonotic.org/di-712770583645.png) 
