= Description =
This collection contains the the Unreal 99 Monsterhunt package "MH-Ziki" with fixes by Barbie. The modified map is renamed to "MH-Ziki+SBFix1.unr".

== Fix reasons ==
This map had objects with same names:
    ASMDAmmo4
    Brush864
    Brush865
    ExplodingWall2
    ExplodingWall3
    Health10
    Health8
    Health9
    LavaZone1
    Mover30
    Mover31
    SpecialEvent5
    SpecialEvent9
    Teleporter0
    Teleporter1
    Trigger70
I deleted them and recreated game flow important ones.

= About =
Contact: SeriousBarbie at googlemail dot com
Filelist: see file "./Help/MH-Ziki+SBFix1-md5sums.txt"

= Changelog =
== MH-Ziki+SBFix1, Release 2016-02-11 ==
* added screenshot
* added 11 PlayerStarts
* added Trigger73 for calling the "finpod"
* corrected the flow logic for Mover0, Mover1, Mover2 (Mover2 could be triggered multiple)
* added SpecialEvent10 (Broadcast msg "Drawbridge is down")
* Mover8, Mover20, Mover14, Mover8, Mover17, Mover33, Mover48: moved OpeningSound, ClosingSound to MoveAmbientSound
* added SpecialEvent15, SpecialEvent18, SpecialEvent19, SpecialEvent20 (Broadcast msg "Tower xy is accessable now")
* added SpecialEvent21 (Broadcast msg "West Door has opend")
* added SpecialEvent39 (Broadcast msg "East Door has opend")
* added SpecialEvent27 (broadcast message "Pipe has Opened")
* TranslatorEvent2.Message seems to be cut off at 254 chars - not fixed
* moved the stuff around TranslatorEvent2 higher to the surface of brush
* expanded Trigger68.CollisionRadius to 256, set Trigger68.bTriggerOnlyOnce=True (Trigger68 triggers ME "OutDoorMusic")
* expanded Trigger66.CollisionRadius to 128, set Trigger66.bTriggerOnlyOnce=True (Trigger66 triggers ME "WaterMusic")
* changed FlashLight1.RespawnTime from 40 to 0.5
* added SpecialEvent23, SpecialEvent24, RoundRobin0 for broadcast messages "Maze Entry unlocked/locked"
* added SpecialEvent25, SpecialEvent26, RoundRobin1 for broadcast messages "Maze Lift unlocked/locked"
* added Trigger70 with a hint for using the maze lift
* zoned "Maze, "Water Cave", "Spawn Cave", "Water Pump Plant", "Water Pump Back Up Control Room", "Water Pump Tunnel", "Power Plant", "Lava River Maintenance Shaft", "Boiler Complex" and set location strings
* some vertex editing at Mover48's guide rod - not perfect done, but better than before
* adjusted Mover48's moving trace
* moved Trigger8.Message to new created broadcasted SpecialEvent29.Message
* added some AmbientSounds here and there
* removed double triggers for doors Mover72, Mover73, Mover74, Mover75, Mover79, Mover80, set Movers InitialState=TriggerControl instead, corrected their MoverSounds, adjusted MoveTime
* corrected MoverSounds for Mover70, Mover71, Mover75, 
* resized the Brushes 304, 436, 526, 527, 580, 606 to 75% (simulated button for lift), added a SpecialEvent for Button Beep
* did some texture alignment here and there - still a lot if misaligned remaining, but thats a dumb job...
* removed SpecialEvent14 (has no effect settings at all)
* added fog in Lava Tube (Brush440)
* changed Mercenary[4,5].Order from "Patrol" to "Patroling" ("Patrol" is no valid state)
* removed SkaarjScout[4,5].Order "SleepOnGround" (no valid state) and set bFakeDeath=True instead
* deleted Trigger10 (unused)
* added a possibility to cross the Lava River even when the movers have reached the other side (see ZoneInfo10 and the catwalk at the wall)
* replaced TriggeredAmbientSound0 by Mover107.MoveAmbientSound
* added some LocationID
* added a SkyBox
* changed the behaviour of some mover-switched to trigger-controlled mover
* added some lava eruptions
* changed the lift control of the 5 towers to a more sophisticated way
* even some more minor changes not noted here...

== Still To Do ==
* Drawbridge cable connections looks ugly, but I suck in vertex editing...
