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I think if you set the level destination to unreal.unr it should return the player to the flyby, or you can try vortex2.unr to return them to the main campaign, as i don't know if it will keep their weapons if they return to the flyby, it may end up looking weird depending on what you're trying to achieve :O
I hope this helps.
The Dark Arena map used it, it used to pop up the order menu, due to order menu not being there it will pop up menu slot with the same number which is I believe either quit or options. But its close enough, otherwise there are custom scripts which can do the same job. Another thing if you want to destroy the weapons is to make it go to a map that has the UnrealI.EndGame or make a zone that has destruction of items, however it only worked reliably on 220. Or use special classes like triggereddeath variants (but this goes more to custom code) and only then have player transported to flyby to make sure he lost the weapons. You can make combination of those methods too. OEMEND is under keypoint btw and is part of unrealshare.
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