//================================================
//  Install and use instructions for ONSTurrets.u
//================================================

1. - Unpack ONSTurrets.u from ONSTurrets_v2.rar and place it in your ut2004\system directory
2. - Open UnrealEd
3. - Open the map you want to add turrets into

!!Before you continue, make sure to have an Onslaught configured level!!
!!See for example http://www.psyonix.com/OnslaughtMapTutorial.shtml on how to do this!!

4. - The method to put the code in your map described in this step is not the only one possible.
     It is, however, a good one if you plan on distributing your map and do not want to concern
     yourself with more files than just the map. Type

     obj load file=ONSTurrets.u package=MyLevel

     into the command console (the white line in the lower left corner of UnrealEd) and press Enter. Save the map;
     the turret code is now included in the map file.
5. - Open the Actor Class browser
6. - Place the _ONS and _AS versions of the cores, nodes, turrets and control panel instead of the regular ones
     * To find and place the appropriate vehicleclasses: Click the plus of 'Actor' in the Actor Class Browser,
       followed by 'NavigationPoint', 'JumpDest', 'JumpSpot', 'GameObjective', 'DestroyableObjective', 'ONSPowerCore',
       and the underlying Red and Blue cores plus the neutral node (PowerNodeNeutral_AS) under 'ONSPowerNode',
       'PowerNodeNeutral'
     * To find and place the appropriate vehicleclasses: Click the plus of 'Actor' in the Actor Class Browser,
       followed by 'sVehicleFactory', 'ASVehicleFactory', 'ASVehicleFactory_ONS' and the turret you want
     * To find and place the appropriate control panel: Click the plus of 'Actor' in the Actor Class Browser,
       followed by 'Triggers', 'sVehicleTrigger', 'Trigger_ASUseAndPossess_ONS', 'Trigger_ASTurretControlPanel_ONS'
     If one of the classes described above cannot be found, try opening the package by clicking 'Open Package' under
     'File' and select ONSTurrets.u. Then reopen the Actor tree and the missing classes should be there. Make sure to 
     redo step 4 afterwards if this happens
7. - Set the properties, like bRespawnWhenDestroyed, bVehicleTeamLock, VehicleTag (for using control panels)

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A level ready to use examples is also included, put ONS-TurretTest.u2 in your ut2004/maps directory. Load it up in UnrealEd and
hit the 'play level' button to test. Make sure you did steps 1 and 2 described above, or UnrealEd will crash.

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This set of classes enable teambased Assault turrets in Onslaught. Assault turrets will be assigned to the powercore
or powernode closest to it. Neutral/unpowered nodes will spawn a turret and assign it to the team activating the node.
The turret will be destroyed if the node is neutral again.

In order to use them, you are required to load the ONSTurrets package into your level and place or replace the following:
- ONSPowerCoreBlue_AS and ONSPowerCoreRed_AS (replace standard powercores)
- ONSPowerNodeNeutral_AS (replaces standard nodes)
- ASVehicleFactory_<turret type>_ONS
  (turret type: IonCannon, LinkTurret, MinigunTurret, SentinelCeiling, SentinelFloor, Turret)
- Trigger_ASTurretControlPanel_ONS
  (required when you want multiple Turret or LinkTurret factories accessable through a control panel)

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Enjoy! I'm curious what you create with it, mail me at unreal@grinninghermit.com


Grinning Hermit (aka Rataplan)

//================================================

v1.01 update:
- included Ion Cannon in the package

v2.0 rewrite:
- code rewritten to allow node counting in radar map (maps using earlier versions need to replace PowerCores and Nodes)
- Minigun included (allows teamlocking)
- Ion Cannon now available and cyclable through a control panel
- Minigun now available and cyclable through control panel
- bRespawnWhenDestroyed bug fixed (turrets always respawned regardless of this setting)
- ONS-TurretTest.u2 map updated for demo purposes (node counting plus Ion Cannon and Minigun panel accessability/cycling)
! Known bug: When leaving an Ion Cannon or Minigun which was initially entered throug a control panel, you exit next to 
  the last possessed turret


