=============================================================================
 UMSSpaceMarine v1.08 (c) 2005 - Author - Asgard 
 
  http://www.angelfire.com/empire/napali/
=============================================================================



UMSSpaceMarine is a mod designed for Unreal 1, but made compatible for UT.

Features include UMSSpaceMarine ScriptedPawns (monsters) of 4 different types with 16 variations of the UMSSpaceMarine, which includes male and female and an UMSSpaceCadet Class.
UMSSpaceMarines kill bots on sight.

A new type of armor "MarineSuits" which has 4 variations. Jungle marine suit, Arctic marine suit,
Desert marine suit and SpaceMarine Suit. Unlike other armors, the marinesuits are actually worn by the player or bots and contain radar and Independent marine voice ability.
Select voices from the voice menu or use hotkeys which can also be created from within its own in-game menu system. 
While wearing a suit you gain around an "extra" 70 male or 70 female voices
(comments and taunts).
Each suit also comes with its own special abilities, self recharging armor and power supply. 
Camera system so team mates can view your location via a portal window.
Jungle marine suit - cloaking ability
Arctic marine suit - Greater swim speed
Desert marine suit - Greater land speed
SpaceMarine Suit   - Greater jumps

Laser tripwires included for blowing up unwary enemies.

Also included is a mutator for placing Marinesuits and Tripwires into maps that don't have these items already placed in, "SpaceMarinez".

Supports DM, Coop and some team based Games for Unreal1 and UT.

Feel free to Use UMSSpaceMarine in your mods providing credit is given and or this readme is included and UMSSpaceMarine is not edited or altered in any way shape or form. 
Addons, mutations are fine. :) 

******************
   Installation
******************

Place UMSSpaceMarine.ini, UMSSpaceMarine.int, UMSSpaceMenu.ini and UMSSpaceMarine.u into your "system" folder.
Place Marine.uax into your "sounds" folder.

For servers add UMSSpaceMarine to your serverpackages.
ServerPackages=umsspacemarine



************
   Setup
************

For the mutator "SpaceMarinez" see the Mutator section.
Players should continue to read below.
------
Menus
------

The Marinesuits come with their own in game menu system, which uses a bind to access the menus.
The default key to activate/deactivate the menus is f8.

The only way to access these menus is from within the game (while you are playing).

If you don't want to use f8 you can manually edit the UMSSpaceMenu.ini and change the key to whichever you want. Take care you don't use a key that is used for something else.

***Make Sure you edit the correct file*** 
UMSSpaceMenu.ini

Example.
Default is....
[umsspacemarine.MarineHUD]
MenuKey=f8

If for example you want to use the X key to activate/deactivate the menus edit it to look like this.

[umsspacemarine.MarineHUD]
MenuKey=X

-----------------
MarineSuit setup
-----------------

The marine suit comes with a power supply, which can also be activated/deactivated. For Unreal players this isn't a problem as it's activated the same as any other inventory item. Unreal1 players don't need to read this section.


Marinesuits are auto activated when you pick one up but to make best use of them an activate/deactivate key needs to be made.

UT doesn't come with bind to do this by default. 

UT players will need to make a bind InventoryActivate

One way to do this is from the console and type the console command "set input"  "my key" "command"

Examples
set input Enter InventoryActivate
set input Z InventoryActivate
set input Space InventoryActivate
set input U InventoryActivate

its also a good idea to set up inventory toggle keys so you can toggle between the marine suits and tripwires 

Examples

set input LeftBracket InventoryPrevious
set input Backslash ChangeHud
RightBracket=InventoryNext

Care should be made not to over write existing binds, keys that you use for something else.

Having done the above you can now also activate the tripwires.

---------------
Tripwire setup
---------------

For UT players to be able to toss a tripwire out and place it on a wall etc you will need that
InventoryActivate bind again. See above.

********
Summons
********

The space marines can be added to the game from another mod available at my site "monsterspawn" if theyre not already in a map that contains them or can be summoned as below.

The cadets being the weaker class.

summon umsspacemarine.UMSArcticCadet
summon umsspacemarine.UMSFArcticCadet (female)
summon umsspacemarine.UMSArcticMarine
summon umsspacemarine.UMSFArcticMarine (female)

summon umsspacemarine.UMSDesertCadet
summon umsspacemarine.UMSFDesertCadet (female)
summon umsspacemarine.UMSDesertMarine
summon umsspacemarine.UMSFDesertMarine (female)

summon umsspacemarine.UMSJungleCadet
summon umsspacemarine.UMSFJungleCadet (female)
summon umsspacemarine.UMSJungleMarine
summon umsspacemarine.UMSFJungleMarine (female)

summon umsspacemarine.UMSSpaceCadet
summon umsspacemarine.UMSFSpaceCadet (female)
summon umsspacemarine.UMSSpaceMarine
summon umsspacemarine.UMSFSpaceMarine (female)


The suits can be added with the mutator "SpaceMarinez" see the mutator section below, or summoned as...

summon UMSSpaceMarine.JMarineSuit
summon UMSSpaceMarine.DMarineSuit
summon UMSSpaceMarine.SMarineSuit
summon UMSSpaceMarine.AMarineSuit

The tripwire can be added with the mutator "SpaceMarinez" see the mutator section below, or summoned as...

summon umsspacemarine.tripwire

The mod also comes with belts but these are used for custom models or warcows and nalis. Eg a Nali picks up a Arctic suit he gets the arctic belt.


*************
  Mutator
*************

UMSSpaceMarine comes with its own mutator "SpaceMarinez". This is meant for maps that don't already have marine suits and tripwires already placed in them. Yeah just about every map ever made :)

If you're using maps that already have marine suits and tripwires placed in the mutator can still be used to configure the suits.

To load the mutator.

examples:

With UT you can just simply add it from the mutator list in the multiplayer/start new multiplayer game/mutators menu.
Or from the command line in the game.
switchlevel somemap?mutator=UMSSpaceMarine.SpaceMarinez

example run commands etc:
 Unreal Nyleve?game=AKcoop2.AKcoopGame?Mutator=UMSSpaceMarine.SpaceMarinez -server
 Unreal DMDeck16?game=UnrealShare.DeathMatchGame?Mutator=UMSSpaceMarine.SpaceMarinez -server
 Unreal Nyleve?game=UnrealShare.CoopGame?Mutator=UMSSpaceMarine.SpaceMarinez -server

 Unrealtounament CTF-Coret?game=botpack.CTFGame?Mutator=UMSSpaceMarine.SpaceMarinez -server

From the command line in the game.

switchlevel somemap?mutator=UMSSpaceMarine.SpaceMarinez

--------------
Configuration
--------------
To configure go into the ADVANCED section of UT or Unreal, then into Game Types.
Under the setting SpaceMarinez

eg at the console type preferences

The suits.
----------------------------------
Power Supply...
Power supply is how much power the suit has or how long it can be activated before it deactivates
Once out of power the suit will start to recharge its power and armor. The suits can also be deactivated by the player to recharge. Out of power you will lose the special abilities each suit has until the suit is re-activated. While activated the suits can make use of their special abilities but drains power.

Defaults
DesertSuitPower=5000 
ArticSuitPower=5000
SpaceSuitPower=5000
JungleSuitPower=5000
---------------------------------
Charge...
Charge is how much armor the suit has. When deactivated the suit will slowly re-charge its armor to the maximum amount. While activated the suits armor doesn't re-charge

Defaults
DesertSuitCharge=220
ArticSuitCharge=250
SpaceSuitCharge=220
JungleSuitCharge=200

---------------------------------

Special abilities
Each suit comes with scuba, radar etc but also have their own differences 

Desert Suit- How much extra ground speed the player gets
DesertSuitXtraSpeed=100.000000 

Artic Suit- How much extra water speed the player gets
ArticSuitXtraWaterSpeed=300.000000

 
Space Suit- How many times higher the player can jump
SpaceSuitJumpMultiplier=3.000000

Jungle suit
The jungle suit has cloaking ability cloaking, which will remain on while the suit is activated and has enough power. Cloaking is NOT invisibility, but may at times be very close.
 
For models that cant wear suits eg warcows, naliplayers and custom models
If a player cant wear a marine suit and picks one up they'll be given a belt with the same settings as above.
eg DmarineBelt, AmarineBelt, SmarineBelt, and JmarineBelt
These are not set by below and are different classes.

Below is for when a mapper may place a marine belt in a map. SpaceMarinez does not place these in the maps
MarinebeltPower=5000
MarinebeltCharge=220


--------------------------------

bReplaceArmors=True

If this is set to true you can add marine suits to the maps
You can replace all one or any of the armors that are already in the maps with any of the marine suits

See "notes" for further info

For Unreal 1 armors

U_ShieldbeltReplacement     replace the unreal shieldbelt
U_ArmorReplacement          replace the unreal Armor
U_KevlarsuitReplacement     replace the unreal Kevlarsuit
U_AsbestossuitReplacement   replace the unreal Asbestossuit
U_ToxinsuitReplacement      replace the unreal Toxinsuit

defaults
U_ShieldbeltReplacement     UMSSpaceMarine.JMarineSuit
U_ArmorReplacement          UMSSpaceMarine.DMarineSuit
U_KevlarsuitReplacement     UMSSpaceMarine.SMarineSuit
U_AsbestossuitReplacement   UMSSpaceMarine.AMarineSuit
U_ToxinsuitReplacement      UMSSpaceMarine.AMarineSuit



For UT armors

UT_ShieldbeltReplacement    replace the UT shieldbelt ---RECOMMENDED---
UT_ThighPadsReplacement     replace the UT ThighPads
UT_ArmorReplacement         replace the UT Armor

defaults
UT_ShieldbeltReplacement    UMSSpaceMarine.JMarineSuit
UT_ThighPadsReplacement     UMSSpaceMarine.SMarineSuit
UT_ArmorReplacement         UMSSpaceMarine.DMarineSuit
--------------------------------

bUseRandomReplace

Default
bUseRandomReplace=True

For this to work bReplaceArmors must also be set to True. This will replace all armors in a map with randomly selected marine suits regardless of what you set the armors to replace.

Each level change the armors will change. What once was a desert suit may become an Arctic suit.
Total random selection. Note this completely erases all other "default" types of armor not other custom-made or modded armors unless they're a subclass of the default armors.


--------------------------------

bUseTripwires

Default
bUseTripwires=True

This will place one tripwire in a level in a random place. Tripwires will respawn if the game type allows it eg DM, teamgames etc.

In teamgames it will place in a tripwire for each team at one of the team player starts

--------------------------------
TripWireMaxCopies

Default= 5

The ammount of copies of tripwires the player can pick up
If set to 0, 0 = unlimited
5 = 1 tripwire and 5 copies
--------------------------------
TripDestroyPlayerDie

Default 
TripDestroyPlayerDie=true

Tripwires will destroy once the player who placed them dies

--------------------------------
TripDestroyPlayerExits

Default
TripDestroyPlayerExits=true

Tripwires will destroy once the player who placed them exits the game

--------------------------------
TripDestroyTime

Default
TripDestroyTime=10.0

Set in minutes. How many minutes until the tripwires will auto destruct
0 = unlimited, no auto destruct

--------------------------------



**************
   Mapping
**************

Marines act and work as a team. Consider them to use their radio to call in help from any other marines in their radio range. Three of these guys are more than a handfull. Their radio range is 3000 units (CommandRadius) If using several marines in a single map you may have to reduce it or you could end up with every marine coming to try and help.

The cadet class is weaker, perhaps these can be used intead if multiple marines are needed or set via difficulty.

Marines also come with added effects (not default), bExplodeWhenHurt and bTeleportWhenHurt.
bExplodeWhenHurt will make the marine explode when it dies. Thought of the movie predator for this one :)
bTeleportWhenHurt will make it seem as the marine teleports out of the level just in time, thought it might be handy for a storyline where you have and arch enemy that perhaps cant be killed until later that makes a few appearances thro various levels.

If you place the marines in formation.. Eg One marine faces in the direction a player will come from, and another two have their backs facing the player. The first marine will order the other two to attack and the other two may respond with a "yes sir" and a salute before attacking the player,salute and what they say is random. (to make them military like :))

For best effects add both male and female Marines to any group as the voices combied sound better

Also included is a marineFactory which is basically a CreatureFactory, if using the marineFactory  you *MUST* place in MarinePoints which are SpawnPoints.
The advantage with this is that you can set the marines weapons in the MarinePoints and whether they have bExplodeWhenHurt and bTeleportWhenHurt set to true.
 
By default, spacemarines and the suits are protected against Damagetype 'SpaceWalk'
If you'd like to add marines or suits to a map where its an "Outer Space" design the maps Zoneibfo "should" be set to DamageType=SpaceWalk and bPainzone set to true.
The suits and the marines are protected from this in the script. 

The advantage of setting SpaceWalk as a damage type in Zoneinfo will mean that the suits will play a scubagear breathing sound while activated and the marines carcass "will" spawn gibbs.
Once the suits run out of power the damage starts, however the suit also self re=charges at this stage so its important to set the Zoneinfo's damagepersecomd higher than the suit can re-charge.
For extra air supply more suits could be left arond the levels and or zones with no damage eg. an oxgen chamber (or hut) where players could recharge their suits (switching them off).
The suits can be set to other damage types of course, but will always protect against "SpaceWalk"
The suits dont come with  protectiontypes set as I figure there's too many monsters and weapons that rely on using them to kill players.
The marines could be set to anything as they dont travel from level to level. The suits can be set to any protectiotype "aswell" and WILL activate and protect the player if the Zoneinfo's damagetype matches... 
So basically you set up a painzone with 'SpaceWalk' Damagetype and no-one can pass thro it without a suit. or a LOT of health :)

************
   Notes
************

Originally this mod was going to be part of RTNP2U and Firestorm that are SP and coop based type games and still will be, but I thought perhaps some DM players might like to make use of the suits as well. Which is why its also available as a separate download. 

Warcows, naliplayers and custom models cant wear the marine suits. When one of these picks up a suit they will get an equivalent ver of the suit in the form of a shieldbelt type armor with the same abilities the Marine suits have.
I just couldn't see a cow fitting into a space suit or a Nali with those extra arms fitting in :)
Custom models dont use the marinesuits as I've no idea what animations these models may use and thought it safer just to give them a belt replacement.


While wearing a suit you can use a different HUD type and different cross hairs while its activated. Marine HUD is based on Unreal 1's HUD system.
Why Unreal1 HUD? Because UMSSpaceMarine is made for Unreal 1 and UT compatible not the other way around.
One way to do this is to edit the UMSSpaceMenu.ini manually or use a console command

defaults
[Engine.HUD]
HudMode=0
Crosshair=0

eg
[Engine.HUD]
HudMode=1
Crosshair=1




In CTF you might miss messages that someone has your flag if the suit is activated. Marinesuits don't support flag type warnings. Although you'll still get a message that someone has taken your flag, it's easy to miss. At this stage CTF games aren't fully supported, altho the suits are still fine.

In the marine suit message menu it has *TEAM* written on the far side. In team games these messages only go to your team members. In non-team games they go to all players.

In team based games the skins are based which team you're in. Red team wears desert marine skins, blue team wears spacemarine skins, green team wears jungle marine skins and gold team wears arctic marine skins. 
Non-teams games you wear the skin that is the same as what you see when u pick it up.


My suit is activated and I can't get to the Unreal menus. Turn the suits power OFF.


If using the mutator in UT its recommended that the UT shieldbelt is replaced or when you pick up a UT shield belt it will destroy your marine suit.


When wearing a marinesuit the UT HUD says that the armor is 150 but the marine HUD says it's higher. Which one is correct? The marine HUD is correct, UT's HUD has a maximum of 150. Even though it says 150 your armor is higher.
If replacing all armors in UT you might like to set the suits charge to 150, to avoid confusion.
If replacing UT shieldbelts and armor only you might like to set the marinesuits charge to 100 so when picking up thigh pads the max armor you have is 150.


UMSSpaceMarine comes with scriptedpawns but no bots. Bots aren't needed as existing bots can wear the armors.
If you want to add the UMSSpaceMarine scriptedpawns to the levels you can use MonsterSpawn, which is another mutator available at my web page.


-----------------------------------------------

***************
Special thanks
***************

Special thanks to TurboMan who edited and created the new animations for the spacemarine model along with the marine suit pickup model and who thought it might be a good idea to be able to wear these suits.
Without his modeling this mod would not be possible.

Special thanks Beppo from the infiltration mod who allowed me to use their radar code as base for the marine suits radar originally coded by Chris "Catalyst" Robbers.

Special thanks to Woody who allowed me the use to hijack his server for beta testing, Jackson from Jackson's server and all the other beta testers.

Special thanks Legend entertainment who created the original spacemarine Model.

And of course Special thanks to Epic who Created such a great game.

-----------------------------------------------

******************
Whats New in v1.08
******************
Fixed radar dots colors replication for online play

******************
Whats New in v1.07
******************

Yet more fixes to scriptedpawn class.. complete


******************
Whats New in v1.06
******************

Added further fixes to the scriptedpawn class
Added fixes carcasses 
fixed voices where they werent displaying the player name correctly 
Spacemarines can be used up to dificulty=6


******************
Whats New in v1.05
******************

Added fonts so that when In high res the chat, menus and messages can be read easier.
Menus and radar now scale to whatever res you run at.
Added more voices. Added around an "extra" 40 male and 40 female voices (comments and taunts).
Taunts and comments are now louder.
Added a couple of extra voices to the marines themselves.
Further fixes to the scriptedpawn class
Changed radar so that it now had power bars instead of the digital read out.
Changed int so that the mutator reflects the package ver (1.05)


******************
Whats New in v1.04
******************

Altered the suits so theyre always protected against "SpaceWalk" damage
which allows maps to be set up as an "Outer Space" design (see the mapping section for 
more details) Freeing up protectiontype2 for other things

Fixed bug where a naliplayer would pick up a suit and set it to respawn even if it wasnt 
set to do so.

Slight tweak to the marines to avoid possible base damage type crashes (in pawn class)




******************
Whats New in v1.03
******************

Fixed (in ver 1.02 ) wrong skin for carcass 
Fixed large collisionradius for suits
Suits are now able to accept protection types to be used in Painzones etc.
Default protectiontype2 is "SpaceWalk" which allows maps to be set up as an "Outer Space"
design (see the mapping section for more details)
Fixed hud from clearing a back log of all messages.
Spacemarines themselves are also protected from "SpaceWalk" damage



******************
Whats New in v1.02
******************

Model tweaks by Turboman
Suits now return to the on/off previous setting after passing through a waterzone. added the code this time :)


******************
Whats New in v1.01
******************

added new mutator settings
 TripWireMaxCopies, TripDestroyPlayerDie, TripDestroyPlayerExits, TripDestroyTime
 So that servers can limit the amount of tripwires that might be on the server at once and help   stop abuse from players in certain game types.

Tripwires no longer block movers (lifts)

Tripwires by default have a maximum of 5 copies that a player can carry, more or less can be set in the spacemarinez mutator 

Fixed Carcass bug in Unreal/UT for the marines.

fixed message spam bug

Further work on the HUD so it can be made compat with gametypes such as Jcoopz where the HUD is destroyed.

Suits now return to the on/off previous setting after passing through a waterzone. eg if you have your suit off then jump in the water the suit activates(switches on), after leaving the water the suit turns its self back off.

For games such as coop the suits remain off if off at level change and on if on for the new level.

added drawscale checks for when the collision height might be changed by an admin eg. the skaarj player, suits now auto adjust their drawscale to suit.





-----------------------------------------------

Designed for RTNP2U and Firestorm
UMSSpaceMarine Coding and sound editing by Asgard
UMSSpaceMarine Model editing and Creation by Turboman



UMSSpaceMarine may not be edited, or altered in any way shape or form without permission. 
Source code rights:
Copyright 2005 Asgard. All right reserved. 
asgard12000@iprimus.com.au
http://ammo.at/napali  
http://www.angelfire.com/empire/napali/















