Readme file for the DeathMatchTitan (DeathMatchTitan.u) Unreal modification.

*** Description ***
The DeathMatchTitan class is a child of StoneTitan that has been modified
to generally do 2 things:
1) Appear in the player list of DeathMatch/BotMatch games.
2) Send messages to players in meaningful situations.

*** Installation ***
The DeathMatchTitan.u file goes into your Unreal\System directory.  Easy!

*** How to for level designers ***
1) In the script toolbar click Load, then browse to DeathMatchTitan.u.
2) You should now have a new class in your class browser.  Find it under:
Actor\Pawn\ScriptedPawn\Titan\StoneTitan
3) Place instances of it where you like!  (I've only ever put one 
on a level...it _might_ work with more.)


*** Configurable parameters of the class are: ***

*MyName*: the name as he appears in the DeathMatch/BotMatch player list.

*bNoTalking*: when set to True he won't talk...what's the point?

*EndGameAliveMsg*: what he says when the DeathMatch/BotMatch game ends and
he is still alive.

*EndGameDeadMsg*: what he says when the DeathMatch/BotMatch game ends and 
he is dead.

In addition, there are several arrays of messages that he says at given
times.  EVERY time one of the following events happens he will say one
of the set messages.  However, if the message is left BLANK, he will say
NOTHING.  You can use that mechanism to decrease the probability that 
he will speak when a given event happens.

*DyingMsgs*: one of these when he dies.
*HurtMsgs*: one of these when he gets hurt (badly).
*TriggerMsgs*: what he says when he is triggered.
*VictoryMsgs*: one of these when he kills somebody.
*WaitMsgs*: these come at random intervals when he isn't fighting.

In the VictoryMsgs, TriggerMsgs, and DyingMsgs messages you can put in
the string "%p".  If this is encountered the script will replace it
with the name of the Player/Bot who caused the event (whomever the 
Titan waxed, triggered the Titan, or killed the Titan).  If a message
has "%p" in it but the script cannot determine the name of the offender
(maybe because it was a dumb 'ScriptedPawn') he will say nothing.


*** Notes ***
-If he reaches the maximum kill count before anyone else the 
 game will end (ie, he can "win").
-Titans are damn tough, and since he only says his hurt messages when
 he visibly shows pain, he doesn't say his HurtMsgs very often.
-Note that he says his WaitMsgs exactly when he does his waiting
 animations (like sniffing his armpit, etc).
-He hates bots as well as players on sight (not an easy thing to code).
 I couldn't get him to hate ScriptedPawns on sight, sadly.  The most
 he will do is smack anybody who bumps into him.
-He won't respawn if killed. I don't know how to make him do it.
-You can make him (and any other Pawn) invincible by cranking his 
 Health up to 180000 or so.  He will be truly invincible...believe me.
-If bots land on his back they like to stay there, and he is powerless
 to knock them off.  Level designers may want to account for that.
-For more detail you will have to read the script! ;)

*** Credits ***
This modification was made by GorGor (pcyr@slip.net).  It was inspired
by a very original level by Squacky (squacky@ufl.edu) called DMTitania.  
The first appearance of this mod was in the level DMTitaniaV2, 
also by Squacky. 

PLEASE, feel free to rip the code from this mod, derive classes 
from DeathMatchTitan, what-not.  This is object-oriented code, it is 
meant to be reused!  All I ask is that if you don't make significant 
changes don't take significant credit. If you use this mod as-is in 
a level of yours I would love to be credited...at least include this file!

I am willing to answer questions about Unreal Script as best I can...
I sure wish someone had done the same for me!  However, please don't ask 
me to describe aspects of object-oriented programming, because I can't.  
Unreal Script is VERY much like Java, pick yourself up a book and 
download Microsoft's trial version of Visual J++ 6, or whatever.

Peace, out,
GorGor