Reactor Shots
=============
Version 2
by Wormbo
Homepage: http://www.koehler-homepage.de/Wormbo/
Forum:    http://www.unrealadmin.org/forums/forumdisplay.php?f=167


Description
-----------
So your team is busy taking back that primary node and a single player managed
to snug up to your core, but nobody is there to take care of him or her?
How about letting the core take care of the problem on its own?

This mutator adds a defensive weapon system to the power core in Onslaught, and
optionally also to power nodes, similar to that of the reactors in Descent and
Descent 2. Whenever an enemy player comes into its range and the core or node
is not shielded, it will start shooting at the enemy. In fact, it will fire at
most enemy players in range at the same time.


Installation
------------
Extract the files to the UT2004\System directory and you're ready to go.
If you want to support demo recording, you should add ReactorShots to your
ServerPackages list.

To enable it on a server, you have two options:

- Add the mutator, e.g. via ?mutator=ReactorShotsV2.MutReactorShots
  (This will stop your server from being "white-listed".)
  
- Add a ServerActors entry for "ReactorShotsV2.ReactorShots" and/or
  "ReactorShotsV2.NodeShots". The former adds the reactor weapon to the core, the
  latter to nodes. (This will not affect your server's white-listing status.)


Configuration
-------------
The power node and power core weapons can be configured individually. When
using the mutator, the options are configurable in the Defaults section of the
webadmin interface or the mutator configuration when starting a game from the
menu. All configurable properties are stored in the UT2004.ini under the
[ReactorShotsV2.MutReactorShots] section.

Power Cores/Nodes Shoot Back
bIncludeCores=True/False
bIncludeNodes=True/False
	Whether nodes and/or cores will get the reactor gun to fire at enemies.

Power Core/Node Target Max. Shots
CoreTargetMaxShots=#
NodeTargetMaxShots=#
	The approximate maximum number of shots the core or node will fire with
	each shot. The actual number varies with the number and type of visible
	enemies.

Power Core/Node Max. Shot Multiplier
CoreMaxShotMultiplier=#.#
NodeMaxShotMultiplier=#.#
	The maximum multiplier for the number of shots at a single target when less
	that the target maximum shots would be fired. A base number for each target
	is calculated based on the target's default health. The sum of all base
	counts is then compared to the target maximum number of shots to determine
	a factor for increasing or decreasing the number of shots to fire. That
	factor is limited by this property to prevent an excess amount of shots at
	a single small target.

Power Core/Node Shot Damage
CoreShotDamage=#
NodeShotDamage=#
	The damage each individual projectile will do on impact.


Mapping Support
---------------
The aforementioned ServerActors can also be placed directly in a map. They can
both be found under Actor >> Info after loading ReactorShotsV2.u in the browser.
You only need to add one instance of each class to enable the corresponding
feature for all nodes and cores respectively.

Feel free to "myLevel" the package. The mod is designed to work properly with
any combination of mapper-placed, mutator-activated and ServerActors-activated
instances. In any case there should only ever be at most one weapon attached to
each core or node.

