The MultiStinger v0.00000000000001a
By: Necron_99

Story:
	Once not so long ago there was a mod made called the stinger arsenal.  It was an
OK mod, but it recieved an abusrdly high score.  This angered a few mod makers but they
quickly forgot about it and got over it for awhile.  Recently on the WOD message board an
interesting request was made for the stinger arsenal to be completed.  Reading the post
brought back memories of the amatuer mod, or more specifically, its review, and made them
angry once more.  However after carefully considering things the conflict was resolved,
but before that post can entirely be laid to rest, a final change must come about:
	The creation of a multi-function stinger.
This weapon is it, and with its release, I Necron_99 hereby lay that string to rest.  So
without further ado, the mod.

To install this mod just extract this archive into your unreal/system directory.  Start a 
game of unreal and type "summon multistinger.multistinger".  That's it!!!

How it works:
	Primary Fire and Alternate Fire are essentially the same as in the original stinger
except the projectiles used are selectable.  For instance lets say you select "Kraal Bolts"
as your mode of fire.  The multi stinger will fire Kraal Bolts at the enemies instead of the
normal run of the mill tarydium.  To effictively use the multi-stinger here you need to bind
4 keys:

button bextra3
button bextra2
button bextra1
button bextra0

You can do this by typing this at the console:
set input x <your binding here>
Replace x with whatever key you want bound, and replace <your binding here> with any of the
above commands.
Here is what they do:
	bextra3:
bextra3 selects the next mode of fire.  Use this to toggle through the weapon modes.

	bextra1:
bextra1 selects the previous mode of fire.  Use this to go backwards in case you
accidentally skiped over the mode you wanted.

	bextra2:
bextra2 activates a powerful energy shield fueled by the multi stinger's tarydium reactor.
This will absorb most projectiles, but be careful!  Some forms of rockets may explode upon
coming into contact with this.  It is probably not very effective on warlords and titans.

	bextra0:
bextra0 activates the auto doctor on the multi-stinger.  The mutagenic capabilities of
tarydium can be used to increase healing at an exponential rate.  On an average human it
takes 1 second and 2 tarydium shards to restore 5 health.

Next are the different modes:
Mode 1:
	Default stinger: Your run of the mill stinger functions, nothing new here folks.

Mode 2:
	Arrow Shooter: One of tarydium's most interesting qualities is its ability to
synthesize matter.  After a small chemical reaction, the tarydium assumes the form of an
arrow.

Mode 3:
	Dispersion Ammo Level 1:  The tarydium is reacted into dispersion ammo of the 
weakest level and discharged.

Mode 4:
	Dispersion Ammo Level 2: A slightly stronger form of the above.

Mode 5:
	Dispersion Ammo Level 3: A slightly stronger form of the above.

Mode 6:
	Dispersion Ammo Level 4: A slightly stronger form of the above.

Mode 7:
	Dispersion Ammo Level 5: A slightly stronger form of the above.

Mode 8:
	Gas Bag Burp:  The odd floating creatures of Na Pali, known as gas bags, consume
tarydium and expel it as a flaming ball.  The multi-stinger can emulate this process and
produce a similair effect.

Mode 9:
	Razor Blades:  The tarydium is once again reacted, but this time into a razorblade,
like the ones commonly used by the skaarj razorjack.

Mode 10:
	Peace Rockets: A cruise missile of sorts, slow moving but packs a punch.  Also this
weapon has homing capabilities.

Mode 11:
	Tazer Projectile: The same tarydium based fusion that is performed in the ASMD core
can be performed by the multi-stinger to produce a similair tazer effect.

Mode 12:
	Rocket: A complex jet propulsion type projectile commonly used by the eightball.

Mode 13:
	Grenade: A rocket without the propulsion system enabled.

Mode 14:
	Biogel: Tarydium in most unrefined state is a sort of genetic sludge.  The 
multi-stinger can easily produce large amounts of Bio-Gel.

Mode 15:
	Tentacle Thing:  The tentacle life forms absorb minute amounts of tarydium and 
secrete these thorns.  The multi-stinger can easily emulate these.

Mode 16:
	Warlord Rocket: A modified peace rocket commonly used by the skaarj warlord.  These
do less damage and do not home, but they travel faster.

Mode 17:
	Fish Launcher:  The multi stinger has the stored DNA of the earth's fiercest
goldfish.  They can readily be synthesised and shot.  Once one of these little buggers grabs
ahold of you it will stay on till the bitter end.  One of you is gonna have to die in order to
make them drop off.  Fortunately they usually only live a few seconds outside of water.

Mode 18:
	Kraal Bolt blaster:  We have apprehended a Kraal staff and examined its components.
The tarydium reaction engine used in the staff can be readily reproduced for your 
convenience.

Mode 19:
	Skaarj Blaster:  This technology closely emulates that of the skaarj.

Mode 20:
	Brute Missile: These missiles are oftne fired by Brutes.  Minimal combat 
effectiveness.

Mode 21:
	Mercenary Rocket:  A stronger form of the brute missile.


Thanks to:
grommet37 for bringing up this issue. (Albeit unwittingly)
Epic Megagames for making all those nifty projectiles listed above. (Except for the fish)

=========================================================================================
Copyright: Heck its mostly epic's code. All I made were small tweaks, the fish projectile,
shield, auto doctor, and mode changing code.  If you're gonna use those parts of the code
give me credit, otherwise, its epic's stuff.  I would write more but I'm tired.
=========================================================================================
