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:: [BunnyTrack Mapping Enhancements v1]
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BTME is a modification for Unreal Tournament to enhance BunnyTrack-maps.
It provides the possibility to configure weapons, ammo, projectiles

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:: Instructions
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Configuration:
1. Open UnrealEd and make a map.
2. Open the BTME-package from the Actor-Class-browser.
3. Browse to the BTME_Mutator.
4. Place one instance of the BTME_Mutator in your map.
   * Reset the order to 'first' if required.
5. Adjust the BTME_Mutator properties.
   * It's not possible to configure default ProjectileClasses.
6. Place weapons and ammo in the map:
   * Place the BTME_ImpactHammer instead of the ImpactHammer.
   * Place the BTME_UT_FlakCannon instead of the UT_FlakCannon.
   * Place the BTME_UT_Eightball instead of the UT_Eightball.
   * Adjust properties (e.g. RespawnTime, bWeaponStay, AmmoAmount).
7. Zone the map properly:
   * Place the BTME_ZoneInfo instead of the ZoneInfo.
   * Adjust the Inventory for every BTME_ZoneInfo.
8. Build and save the map.

Weapons:

Ammo:

Projectiles:

Pickup Objectives:
1.

Triggered Objectives:
1. Place a BTME_InventoryTrigger in the map
2. Adjust the tag-property for the BTME_InventoryTrigger
3. Adjust the AdjustInventory-group
   * the

LocalMessages:
1.

Subclassing LocalMessages:
1. Create a new Script.
2. Subclass BTME_LocalMessage.
3. Overload the RenderMessage-function.
4. Save the script (in MyLevel or your own custom package)
   * Do not ever save the script in the BTME-package.
5. You can now use your own LocalMessages instead of BTME_LocalMessage.

MultiSky:
1.

ExplodingWalls:
1. Place a BTME_ExplodingWall in the map
2. Adjust the tag
3. Adjust the ExplodingWall-properties
4. You can switch the bRetriggerable-property to make the ExplodingWall retriggerable


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:: Actors
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* BTME_Mutator (Actor->Info>Mutator->BTME_Mutator)
* BTME_ImpactHammer (Actor->Inventory->Weapon->TournamentWeapon->ImpactHammer->BTME_ImpactHammer)
* BTME_UT_FlakCannon (Actor->Inventory->Weapon->TournamentWeapon->UT_FlakCannon->BTME_UT_FlakCannon)
* BTME_UT_Eightball (Actor->Inventory->Weapon->TournamentWeapon->UT_Eightball->BTME_UT_Eightball)
* BTME_ZoneInfo (Actor->Info->ZoneInfo->BTME_ZoneInfo)
* BTME_InventoryTrigger (Actor->Triggers->BTME_InventoryTrigger)
* BTME_BioGlob (Actor->Projectile->UT_BioGel->BioGlob->BTME_BioGlob)
* BTME_BioSplash (Actor->Projectile->UT_BioGel->BioSplash->BTME_BioSplash)
* BTME_flakslug (Actor->Projectile->flakslug->BTME_flakslug)
* BTME_PBolt (Actor->Projectile->PBolt->BTME_PBolt)
* BTME_Razor2 (Actor->Projectile->Razor2->BTME_Razor2)
* BTME_Razor2Alt (Actor->Projectile->Razor2Alt->BTME_Razor2Alt)
* BTME_RocketMk2 (Actor->Projectile->RocketMk2->BTME_RocketMk2)
* BTME_ShockProj (Actor->Projectile->ShockProj->BTME_ShockProj)
* BTME_StarterBolt (Actor->Projectile->PBolt->StarterBolt->BTME_StarterBolt)
* BTME_UT_BioGel (Actor->Projectile->UT_BioGel->BTME_UT_BioGel)
* BTME_UT_Grenade (Actor->Projectile->UT_Grenade->BTME_UT_Grenade)
* BTME_UTChunk (Actor->Projectile->UTChunk->BTME_UTChunk)
* BTME_UTChunk1 (Actor->Projectile->UTChunk1->BTME_UTChunk1)
* BTME_UTChunk2 (Actor->Projectile->UTChunk2->BTME_UTChunk2)
* BTME_UTChunk3 (Actor->Projectile->UTChunk3->BTME_UTChunk3)
* BTME_UTChunk4 (Actor->Projectile->UTChunk4->BTME_UTChunk4)
* BTME_ExplodingWall (Actor->Effects->ExplodingWall->BTME_ExplodingWall)

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:: Features
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* The BTME_Mutator is compatible with any Arena-mutator (e.g. the instagib-mutator).
* The BTME_Mutator can load and configure other mutators (e.g. the RocketX-mutator).
* The BTME_Mutator can unload unwanted mutators (e.g. ZeroPing variants and BTInsta).
* The default-weapon is adjustable.
* The BTME_ZoneInfo and BTME_InventoryTrigger can adjust the Inventory.
* Maps can be compatible with the CheckPoint-mutator if the map is properly zoned using BTME_ZoneInfo.
* The Translocator and Enforcer are removed from the Default Inventory.
* Configurable Actors (e.g. Weapons, Ammo and Objectives).
* Configurable Projectiles.
* The jumpgain and damage for the BTME_ImpactHammer is adjustable.
* The BTME_ImpactHammer replaces the standard ImpactHammer.
* The BTME_UT_FlakCannon replaces the standard UT_FlakCannon.
* The BTME_UT_Eightball replaces the standard UT_Eightball.

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:: Changes
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Changes in BTME_v1:
* BTME is the successor to NWBT
* Added an Objective-system.
* Added enhanced HUD Messages.
* Added Support for Unreal-weapons.

Changes in NWBT_v5:
* ShockBoosts now work with AntiBoost and BT++ when antiboost is enabled.
* Unload unwanted mutators (e.g. ZeroPing variants and BTInsta).
* Added more options to ProjectileConfiguration.
* It's not possible anymore to adjust default ProjectileClasses.
* The bCanThrow-property is set to false for the default weapons (except for the Redeemer).

Changes in NWBT_v4:
* The Translocator and the Enforcer are removed from the default inventory, no need to enable/disable them anymore.

Changes in NWBT_v3:
* Adjusting Inventory properly when a player spawns in a BTME_Zone. 

Changes in NWBT_v2:
* Added NWBT_ZoneInfo and NWBT_Trigger.
* Added NWBT_ImpactHammer, NWBT_UT_FlakCannon and NWBT_UT_Eightball.
* Added option to configure actors.
* Added option to load and configure other mutators.
* Resetting properties when a game has ended.

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:: Issues
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* If the BTME_Mutator is placed after placing weapons and Ammo it doesn't work properly.
  Reset the order of the BTME_Mutator to 'first'.
* BT++ has an option to auto-load the instagib-mutator (bAutoLoadInsta). Server-admins and players are advised to disable this option.
* BTctfV5 has an option for team-killing-protection (bNoTKEnabled). Server-admins and players are advised to disable this option.

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:: Additional Information
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Developer / Maintainer:
  Jerome Bos a.k.a. Bloeb

Thanks to the BT-community for their ideas, support, bugreports and testing.