---===How to use Mutators/Gametypes===---

With the mod, I have included some mutators and gametypes that will allow you to change the type of game running on the server. The default EnhancedDM gametype is simply:

EnhancedDM4.EnhancedDM

To get a team game, or ETDM, the game type is:

EnhancedDM4.EnhancedTDM

Now the rest of the game modes reside in mutators. There are a couple ways to enable mutators on your server. The old fashioned way is to modify your command line. For example, the KOTH mutator class is EnhancedDM4.KOTHMut. If you wanted to get this to run through a command line, you'd do:

Unreal.exe DmDeck16?Game=EnhancedDM4.EnhancedDM?Mutator=EnhancedDM4.KOTHMut

If you want to run more than one mutator, you separate them with commas. For example, if you wanted to run the Darkmatch mutator too, you'd do this:

Unreal.exe DmDeck16?Game=EnhancedDM4.EnhancedDM?Mutator=EnhancedDM4.KOTHMut,EnhancedDM4.DKMut

But this begs the question, what happens when you want to run a lot of mutators? Don't you end up with a never-ending command line? The answer is yes, you will end up with a rather long one. Kind of annoying to type and remember all the time, right? Well, EDM4 offers a solution. There are 15 mutator slots in the "EstablishedMutators" Setting. This will allow you to set 15 different mutator classes that will always run, despite the command line. So now, let's say you wanna run King of the Hill the new way. You'd modify your EnhancedDM.ini to have:

EstablishedMutators[0]=EnhancedDM4.KOTHMut

Now start your server with a normal command line (of course with the EnhancedDM4.EnhancedDM gameinfo setting). Wouldn't you know it? KOTH is loaded! You can set up to 14 additional mutators to have 15 total that can be run w/o a single command line modification. Of course, you must remember that these mutators will run on WHATEVER GAMETYPE YOU HAVE SET. If you run KOTH, and suddenly, decide to load up a teamgame, then yes, the KOTH mutator will still be set to run in teamgames. The AddMut and RemoveMut admin commands (See main read-me) can be used to easily manage the mutator list in-game.


---===Explanation of Included Mutators===---

King of the Hill
----------------
Class: EnhancedDM4.KOTHMut
Description: Duh :P It's King of the Hill



Dark Match
----------
Class: EnhancedDM4.DKMut
Description: This will obviously only work on darkmatch maps!! The cool thing about using the mutator on darkmatch maps rather than using the darkmatch gametype itself, is that your darkmatch game will appear in the DM server list :)



Old Features (Spawn protection, item addition/removal)
------------------------------------------------------
Class: EDM4OldFeatures.EDMOldFeaturesMut

Description: This mutator allows you add spawn protection, enable/disable full ammo, remove specific items from a map or add inventory to a player (i.e. make them spawn with an eightball).

To use it, you must configure it from inside of EnhancedDM.ini

The settings for it can be found at the bottom of EnhancedDM.ini, and they look like this:

[EDM4OldFeatures.EDMOldFeaturesMut]
bSpawnProtection=False
SpawnProtectTime=5
bFullAmmo=False
DestroyFromMap[0]=
DestroyFromMap[1]=
DestroyFromMap[2]=
DestroyFromMap[3]=
DestroyFromMap[4]=
DestroyFromMap[5]=
DestroyFromMap[6]=
DestroyFromMap[7]=
DestroyFromMap[8]=
DestroyFromMap[9]=
DestroyFromMap[10]=
DestroyFromMap[11]=
DestroyFromMap[12]=
DestroyFromMap[13]=
DestroyFromMap[14]=
AddToInventory[0]=
AddToInventory[1]=
AddToInventory[2]=
AddToInventory[3]=
AddToInventory[4]=
AddToInventory[5]=
AddToInventory[6]=
AddToInventory[7]=
AddToInventory[8]=
AddToInventory[9]=


bSpawnProtection - Set this to true to enable spawn protection, or false to disable it...

SpawnProtectTime - If bSpawnProtection is set to true, this setting is the amount of time that a player will have before 		   their spawn protection runs out

bFullAmmo - When this is enabled, all weapons/ammo will be at maximum capacity when you pick them up

DestroyFromMap - Here you can set 15 different items that you want to remove from the map. For example, if you want to remove
		 invisibility, you would set the first one to this:

			DestroyFromMap[0]=Invisibility

		 If you wanted to remove amp too, then you'd add this line:

			DestroyFromMap[1]=Amplifier

		 And of course, following the same pattern, you can remove up to 15 items from the map.


AddToInventory - Here you can set up to 10 different items to add into a player's inventory when they respawn. This can be 
		 weapons, items, armor, whatever. You would set it up the exact same way as the "DestroyFromMap" array.
		 i.e. if you wanted to make players spawn with an ASMD, you would make the first line:

			AddToInventory[0]=UnrealShare.ASMD

		 And just follow the pattern for any other items you'd like to add.


Add to server packages?  NO



Logo Display
------------
Class: EDM4Logo.EDMLogoMut
Description: This mutator will make a logo (that you may design yourself) appear on a client's screen as soon as he/she enters and stay there for a few seconds. The logo must be a texture and it tends to look better if you make the width roughly double the height (i.e. 128x64). Remember, texture dimensions MUST be powers of 2! Also, do NOT forget to add the texture package name to your server packages. For example if your logo is MyLogo.Logo, then you would add "MyLogo" to server packages. The settings for this mod are stored inside EDMLogo.ini and they look like this:

[EDM4Logo.EDMLogoMut]
LogoTex=
TexTime=2.5
bFloatLogo=True

LogoTex - The actual logo texture. For example, if you make a texture named "MyServerLogo" inside of "ServerLogo.utx", then this would be set to ServerLogo.MyServerLogo

TexTime - The amount of time (in seconds) that the logo appears on the client's screen

bFloatLogo - Enables/Disables whether or not the logo will "float" in from the side of the screen. When disabled, the logo simply sits on the client's screen and fades.

Add to server packages? YES



UTeamFix Team Skins
---------------------
Class: EDM4UTeamSkins.EDMUTeamSkinMut
Description: This mutator will allow you to run the UTeamFix team skins on your server. It will also allow you to choose between the EDM Skaarj skins and the UTeamFix skaarj skins. The mutator only has one option, which can be configured in EnhancedDM.ini

[EDM4UTeamSkins.EDMUTeamSkinMut]
bUseSkaarjSkins=True


bUseSkaarjSkins - This toggles exactly what it says - whether or not to use UTeamFix skaarj skins. When this is false, EDM will try to use the EDM Skaarj skins. When it's true, it will try to use the UTeam Skaarj skins.

To use the UTeam player skins, you MUST(!!!) add UTeamSkins to your server packages. Do not forget to put the UTeamSkins.utx that is included with this mod into your server's Textures folder. If you wish to use the UTeam Skaarj skins, then you must add SkTrooperTeam into your server packages and also put the SkTrooperTeam.utx file into your server's Textures folder. If you do not wish to use the UTeam Skaarj skins, then you must not forget to add the EDMSkaarjSkins to your server packages and to put the EDMSkaarjSkins.utx file into your server's Textures folder. If you do not put any of the skaarj files into your server packages, then your server will not be able to give the skaarj a skin that represents its team color!!!

NOTE: The UTeamSkins.utx and SkTrooperSkins.utx files are distributed with the UTeamFix mod by }TCP{Wolf. They were created by Martin Davies (squirrelsoftware) in his RealCTF mod and SA|Shambler in his Infiltration mod - they were NOT created by Smartball in any remote way and Smartball accepts no credit for their creation. This mutator simply allows people to run them on their server if they wish :)

Add to server packages? NO


Ready Mutator
-------------
Class: EDM4Ready.EDMReadyMut
Description: This mutator will make everyone enter the game as a spectator before the match starts. For the match to start, every player in the game must signal that they are ready. There are 2 settings for this which can be configured in EnhancedDM.ini under the following section:

[EDM4Ready.EDMReadyMut]
MinRequiredPlayers=1
StartupSeconds=5


MinRequiredPlayers - AT LEAST how many players must be present for the match to begin. Even if everyone is ready, if there 		     aren't at least MinRequiredPlayers in the server, the match will not begin.

StartupSeconds - The amount of time (in seconds) that must pass before the game begins checking to see if everyone is ready. 		 Even if everyone is ready before this amount of time passes, the game will not begin.


Add to server packages? YES



Insta Gib
----------
Class: EDM4InstaGib.EDMInstaGibMut
Description: Everyone spawns with super ASMD's that have a primary fire that kills with one shot and unlimited ammo. There are no other weapons on the map. One gun, one shot, one kill.

Add To Server Packages? YES



Battle For the Gun
------------------
Class: EDM4BattleFG.EDMBattleFGMut
Description: At the start of the map, "the gun" is spawned. "The gun" is a gun that has the power to kill in one hit and to perform a massive combo. The catch is, only one person can have this gun at a time. The person who has the gun takes 2X the normal damage as well as 9 damage every time they kill someone with it. 

Add To Server Packages? YES



Dual Mags
---------
Class: EDM4DualMags.EDMDualMags
Description: The normal automag is replaced with an automag that has the ability to go akimbo style.

Add To Server Packages? YES



Weapon Drop
-----------
Class: EDM4WeaponDrop.EDMWeaponDropMut
Description: When someone is killed, rather than dropping the weapon they're holding, they will drop every weapon they have along with any inventory items they have.

Add To Server Packages? NO



End Game Vote
-------------
Class: EDM4EndGameVote.EndGameVoteMut
Description: At the end of the map, players will have a certain amount of time to vote for which map they want next. (the amount of time they get can be configured in EnhancedDM.ini)

Add To Server Packages? YES



Infiltration
-------------
Class: EDM4Inf.EINFDMBaseMut
Description: This mutator will turn the game into an Infiltration Deathmatch...with EnhancedDM features! Please remember, this mutator REQUIRES Infiltration.u, which is NOT included in this package. Also, never run this mutator and the EDM4DualMags mutator simultaneously. This mutator has one option, which can be configured inside of EnhancedDM.ini under this title:

[EDM4Inf.EINFDMBaseMut]
bNoGL=False


bNoGL simply toggles the HK69. When bNoGL is set to true, a random inf weapon will be put in the map in place of the GL. When false, the GL will remain as usual.

Add To Server Packages? YES