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MonsterSpawn V2.03 (C). Author - Asgard 

http://ammo.at/napali  
http://www.angelfire.com/empire/napali/
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MonsterSpawn is a Mutator designed to add just about any type of Monster to just about any type of Unreal 1 or Unreal Tournament type game.

Features include adding Modded Monsters or Standard Unreal Monsters. Monsters can be set to respawn after the amount of time you choose, starting a new wave of monster attacks. Up to 20 monsters at a time of your choice can be added to any map of a possible 60 random choices from 3 monster lists. Monsters always Spawn in random places. You make your own lists or comes with lists pre-configured.

Add monsters to CTF, Assault, DM type games, Co-op etc. Try holding onto that flag with a bunch of Skaarj chasing you down, or adding new or Extra monsters to co-op style game etc. 

special thanks to Jackson and Jesse for their help in beta testing :)


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To setup
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*IMPORTANT*
If you have any previous versions of Monsterspawn please remove them from system folder.

Unzip all the files included in the MonsterSpawn203.zip into you Unrealtounament/SYSTEM or Unreal/SYSTEM folder.

add monsterspawn to your serverpackages.
ServerPackages=monsterspawn203

If youre adding modded monsters you also Must add them to serverpackages if you intend to run a server.
eg
ServerPackages=jurassic
ServerPackages=SomeModWithMonsters

Then you have to load the mutator.

examples:

With UT go into Multiplayer/start new multiplayer game. And when the menu loads you'll see a box down the bottom called "Mutators". Click on that and MonsterSpawn203 will be amoungst the other mutators..
Double click on MonsterSpawn203 to add it to the game..

For UT or Unreal from the command line or console within the game type...
switchlevel somemap?mutator=monsterspawn203.monsterspawn

example run commands etc:
 Unreal Nyleve?game=AKcoop2.AKcoopGame?Mutator=monsterspawn203.monsterspawn -server
 Unreal DMDeck16?game=UnrealShare.DeathMatchGame?Mutator=monsterspawn203.monsterspawn -server
 Unreal Nyleve?game=UnrealShare.CoopGame?Mutator=monsterspawn203.monsterspawn -server

 Unrealtounament CTF-Coret?game=botpack.CTFGame?Mutator=monsterspawn203.monsterspawn -server



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Configuration
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WARNING read this section carefully!!!!

The golden rule with monsterspawn is to *NOT* add monsters to a UT game that have Unreal1 weapons or add to a Unreal game monsters that have Unreal Tournament Weapons.
For certain UT games this may be possible but test at your own risk.

Monsters with projectiles are fine and can be used in either game.

The reason being is that Unreal doesnt have UT weapons, and UT destroys any Unreal 1 weapons it finds. Unreal weapons can cause probs in UT. 
For example the skaarjtrooper family.
 
Having said all that monsterspawn will in most cases handle unreal1 monsters with Unreal1 weapons but has to do extra work to do so, so yeah I lied, but if some modded monster doesnt spawn with its weapon you'll know why :) 

Monsterspawn comes pre-configured as an example only, for some games such as co-op you'll need to change the defaults.

To configure go into the ADVANCED section of UT or Unreal, then into Game Types.
eg go into the Console and type the console command Preferences
Then a new window pops up "Advanced Options"
Then go into Game Types/MonsterSpawn203 

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AllowMonsterReplacement
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default = True

Allows monsterspawn to be able to replace Unreals monsters with its own version of the monsters.
If you want monsters to be able to attack bots this value should be left as true. Otherwise only the monsters added to the lists will be able to do this (if theyre monsterspawn monsters).

Also monsterspawn's version has various bug fixes, so its recommended also for this that its left as true.

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AllowRespawns
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default = True
Allows monsters to respawn after a time limit (MinutesTillRespawn).

Before spawning a new wave of monsters, monsterspawn will kill off any remaining type of monster that you have in your list, but not any monsters that may already be in your game such as in a coop game.


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MinutesTillRespawn
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default = 6 minutes

If you have AllowRespawns set to true, this is how long it will take until the next wave of monsters teleports in   

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SPawnSkill
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default = 3
This is the skill level of any scriptedpawn that you add in your monsterlists.
range is from 0-3.. 3 being the highest skill and hardest difficulty.

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SpawnAtStart
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default = true

This is whether the monsters should spawn when the map is first loaded. If set to false it'll wait until it counts down to the specified time limit (MinutesTillRespawn)
If set to false you should make sure AllowRespawns is set to true. monsterSpawn will do this automatically but its tidier if you also set it in your configuration. 
If you're running a CTF game you might like to set this to false.

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MaxList1Monsters  
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default =15

This is the amount of monsters that will spawn in a wave included in the MonsterList1 list.
Range is from 1-20.. The list contains 20 types of monsters, So it can be set to spawn 20  monsters from a possible list of 20 different types. or 5 monsters from a from a possible list of 20 different types etc etc etc for example.

*Note it wont always spawn the ammount you set, sometimes a monster cant fit in the space thats available or some such. Monsterspawn will attempt to find it a location and if it cant will move on to the next monster. So if you're adding huge monsters such as titans etc the maps will need to be big or they'll seldom be spawned.

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MaxList2Monsters  
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default =12

This is the amount of monsters that will spawn in a wave included in the MonsterList2 list.
Range is from 1-20.. The list contains 20 types of monsters, So it can be set to spawn 20  monsters from a possible list of 20 different types. or 5 monsters from a from a possible list of 20 different types etc etc etc for example.

*Note it wont always spawn the ammount you set, sometimes a monster cant fit in the space thats available or some such. Monsterspawn will attempt to find it a location and if it cant will move on to the next monster. So if you're adding huge monsters such as titans etc the maps will need to be big or they'll seldom be spawned.

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MaxList3Monsters  
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default =20

This is the amount of monsters that will spawn in a wave included in the MonsterList3 list.
Range is from 1-20.. The list contains 20 types of monsters, So it can be set to spawn 20  monsters from a possible list of 20 different types. or 5 monsters from a from a possible list of 20 different types etc etc etc for example.

*Note it wont always spawn the ammount you set, sometimes a monster cant fit in the space thats available or some such. Monsterspawn will attempt to find it a location and if it cant will move on to the next monster. So if you're adding huge monsters such as titans etc the maps will need to be big or they'll seldom be spawned.

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HowManyLists
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default = 3

Range is from 1-3.. If set to 1 it will use MonsterList1 only, If set to 2 it will use MonsterList1 and MonsterList2, If set to 3 it will use MonsterList1, MonsterList2 and MonsterList3.

If set to 2 or 3, Monsterspawn will randomly choose a list each time it loads a map or each time it spawns a new wave of monsters. 

For example if set to 3 and AllowRespawns = true, it will randomly choose MonsterList1 or MonsterList2 or MonsterList3 to load up when the game starts. Then it will it will randomly choose MonsterList1 or MonsterList2 or MonsterList3 each time it creates a new monster wave.

if set to 3 and AllowRespawns = false, it will randomly choose MonsterList1 or MonsterList2 or MonsterList3 to load up when the game starts.
 
This gives you greater variety.


 
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The lists themselves MonsterList1, MonsterList2 and MonsterList3 
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defaults come pre-configured for examples

These are the hardest to configure so try to avoid typos.

If you add a monsters it *MUST* include the package name and the class name..
If youre adding modded monsters you Must add them to serverpackages if you intend to run a server

examples for lists:
monsterspawn203.Skaarjwarrior
monsterspawn203.Krall
monsterspawn203.Mercenary
MyMod.Mymostersname
jurassic.velociraptor  

This is done like this so you can add monsters from other mods and not just standard Unreal ones.

Each List you can add a possible 20 different types of monsters, however you can add one type of monster in as many times as you like. The more times a monster appears in a list the more likely of its chances it will be spawned.(totally random) 

if you have monsterspawn set to spawn 10 monsters from one of the lists it will randomly select 10 possibilities from a list of 20 choices.
Theres no reason you cant fill a list with all the same monster.

IMPORTANT
MonsterList1[0], MonsterList2[0] and MonsterList3[0] Must always have a first monster added.. In other words all 3 lists Must have a genuine monster set at the top of the list. You can change the first monster but extra care should be made to make sure you get it right.

if you leave the other fields empty thats ok but they will default to the first monster in the list, meaning the first monster will more likely spawn for every blank space

if you make a typo you will notice cave mantas flying about in your levels and you will also get a warning in your logs, so its best not to add a cave manta in your lists and use this as a warning system.. You see a cave manta, you know somethings wrong.



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Default Unreal Monsters 
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monsterspawn203.BabyCow (harmless)
monsterspawn203.Brute 
monsterspawn203.Cow     (harmless)
monsterspawn203.Fly 
monsterspawn203.LesserBrute 
monsterspawn203.Manta 
monsterspawn203.Nali     (harmless)  
monsterspawn203.NaliPriest (harmless)
UnrealShare.NaliRabbit (harmless)
UnrealShare.Bird1 (harmless)
monsterspawn203.SkaarjScout 
monsterspawn203.SkaarjWarrior 
monsterspawn203.Slith 

monsterspawn203.Behemoth
monsterspawn203.Gasbag 
monsterspawn203.GiantManta
monsterspawn203.GiantGasbag 
monsterspawn203.IceSkaarj
monsterspawn203.Krall 
monsterspawn203.KrallElite 
monsterspawn203.Mercenary
monsterspawn203.MercenaryElite 
monsterspawn203.Pupae 
monsterspawn203.Queen   
monsterspawn203.SkaarjAssassin 
monsterspawn203.SkaarjBerserker 
monsterspawn203.SkaarjLord 
monsterspawn203.StoneTitan 
monsterspawn203.Titan 
monsterspawn203.Warlord 


Monsters with weapons:

monsterspawn203.SkaarjTrooper
monsterspawn203.SkaarjGunner
monsterspawn203.SkaarjInfantry 
monsterspawn203.SkaarjOfficer  
monsterspawn203.SkaarjSniper 


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To add modded monsters
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If youre adding modded monsters you Must add them to serverpackages if you intend to run a server
eg
ServerPackages=jurassic
ServerPackages=somemod

Usually in the mod they tell you how to summon one of their monsters.. Just add it to one of the lists
eg. If you see summon somemod.monstersname, add somemod.monstersname to one of the lists.
If they dont tell you how to summon one you can always load up the mod with unrealED and have a look at the class names.
eg.
jurassic.velociraptor


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Notes
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MonsterSpawn was made so I could add various monsters that ive made such as jurassic dinosaurs etc directly to the game itself. So I thought id expand on it and make it so it can do a little more than that and not just be limited to certain monsters. 

Altho monsterspawn can spawn 20 monsters every minute, this will put a lot of stress on your server.. The more often you spawn monsters the less ammount you should try to spawn, 20 is really designed for respawns off or longer periods of time. (note the defaults as a guideline) 
Smaller maps are probably best with less monsters as well. Up to you to find the balance i guess.

Some monsters dont like each other so u can expect a few wars going on from time to time resulting in some of them being killed before u get there.

Bots in most cases will kill monsters, but default Unreal monsters will ignore them, however Monsterspawn's version of the default monsters will fight back or kill a bot on sight.

MonsterSpawn wont spawn Akcoop2 monsters unless Akcoop is running.


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Whats new in 2.03
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added various tweaks for "AllowMonsterReplacement" when set to true. Replacing monster uses other monsters skins etc etc.

Renamed package to reflect ver and avoid mismatches.


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Whats new in 2.02
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Added a collision check.. If the mapper changed the default Collision Size of any of the standard monsters, monsterspawn will alter its own monsters so theyre now the same size as the ones the mapper altered.

added configuration setting "AllowMonsterReplacement" which allows monsterspawn to be able to replace existing monsters with its own version. Default is true. Mainly this is so it can be turned off in case Ive forgotten or havent seen any other options the mapper may change in existing Monsters..  

This value is best left as true

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Whats new in 2.01
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Not a lot :) Monsters are set in their defaults with skill 3 rather than use Monsterspawn to set their skill higher it can be used to set it lower.

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Whats new in 2.00
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Monsterspawn comes with its own version of the default monsters found in Unreal and UT.

New monsters will attack bots. Monsterspawn will replace any default ver of Unreal and UT's monster classes with its own version. This is to fix some of the bugs that the standard monsters come with and to allow monsters to attack bots.

Skaarjtrooper now has an automag as a weapon..So if spawned in UT will end up with an Enforcer. Otherwise if left with a dispersionpistol would end up with a impacthammer (Not a good swap).   

Better Queen support, Monsterspawn's version of the Queen can teleport in any level.

Better Tentacle support, tentacles spawn on roofs or hover above. 

All fixes from ver 1.01


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Whats new in 1.01
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Fixed so monsterspawn no longer destroys any existing monsters that were placed in by the mapper or perhaps another mod.. Only destroys remaining Monsters spawned by itself just before a new wave appears.. Mainly fixed for games such as coop.

Various bug fixes or safeties added. 

To avoid monsters fighting each other a 5 second delay was put in between destroying a wave and the next wave spawning.. (To help stop a new wave monster being shot by a stray rocket or such from an already existing monster.)

New monsters are no longer spawned in front of doors, blocking the exit. However with extremely big doors such as a drawbridge they might still get in the way. Or they might decide to walk there.. O well such is the life of a monster, wait till respawn time.
  
Unreal monsters that have unreal1 weapons can be used in UT.

Cheers
Asgard

http://ammo.at/napali  
http://www.angelfire.com/empire/napali/




  






  