==================================================

MultiTeam Capture the Flag 2 for Unreal Tournament 
BETA 4 VERSION

Version:   180 (Beta 4)
Version Release Date:  December 10, 2000
Author:   Colin McCann
Email Address:   wyzard@planetunreal.com
Web Page:   http://www.planetunreal.com/MultiCTF


----------------------
-- Beta Description --
----------------------

This version is intended as a Beta test version. The idea here is that people 
play this game, figure out what they like and don't like, and send me an email 
(or several) telling me their problems, concerns, etc.  REALLY!  SEND ME MAIL
AT wyzard@planetunreal.com IF YOU DOWNLOAD THIS VERSION!  I need all the feedback
I can get so that the final version of MultiCTF will be awesome!  I'm counting
on you guys to tell me what's what.  So send me mail.  Even if you just say: "your mod is cool.  Put me up as a beta tester."
If you send me mail, I'll give you credit as a beta tester!!  I will also
email you about all future versions and updates of MultiCTF if you like.


-----------------------
--- IMPORTANT NOTES ---
-----------------------

Look at the version history section for updates, and look at the bugs section for bugs I am already aware of.  Thanks!

-----------------------
--- Version History ---
-----------------------

MCTF2 Beta 4 (Version 180):
-The name of someone who has the flag is now displayed over the flag in the color of their team.
-Fixed Take Own Flag / Reward Returns bug (Thanks Zan)
-Spectators of eliminated teams can now see from anyone's point of view
-Added rejoin teams option
-Added MultiCTF Mutator support (see below)
-Included some MultiCTF Mutators to show what the new mutator classes can do!
-Fixed a bug where flags were being sent home multiple times
-Fixed a HUGE bug when the Score Limit was set to 0 (thanks Rene Jacobson!)
-Improved One Flag Mode AI
-Added Score Subtraction under the Rewards menu - please read below!
-Fixed a bug in LMS mode - now if all humans have left the game, the game restarts. (Thanks Ciparis (FAT))
-Changed "Omniscient Bots" option to "Smart Bots" - in one flag mode, the effect is the same, but in 
regular games bots will not attack bots with flags (other than their own), and will not attack bots with the 
same enemy team.  They will attack humans about 50% of the time.  I.E. - bots on different teams will work
together to capture opponent's flags.
-Added No Overtime option.
-Added Random Enemy Team option - Enemy Teams are randomized.
-Fixed other minor bugs.



MCTF2 Beta 3 (Version 170):
-You can now see multiple flags on people who have more than one flag!
-Fixed a 'feature' where if you had Take Own Flag and Reward Pickups enabled that you could take your own flag and get all beefed up with rewards. (Thanks Goyim_Smasher)
-Started giving credit to the people who've helped since version 1! Sorry for not doing it sooner guys!
-BY FAR THE BIGGEST CHANGE is that now MultiCTF maps' prefixes are "CTF" and no longer "MCTF".  So you must rename your MCTF maps to CTFM or you won't be able to play the old MultiCTF maps.  WHY DID I DO THIS??  Because I'm looking for compatibility with ALL CTF/CTF+/CTF4 maps, and it seemed silly to rename all those to MCTF when there are only 8 or so MultiCTF maps which could be renamed to CTFM.


MCTF2 Beta 2 (Version 160):
I added a few more goodies here and there as well as fixed ALL of the problems (I think).

-Completely changed the MCTFFlagBase... now it's just a placeholder which works exactly the same as regular flagbases.  This means that bots now work exactly the same on regular maps and CTF+/CTF4 maps as on MultiCTF maps! So all of the bot problems are pretty much solved.
-Maps can now have less than 4 flags and everything should be fine.
-All the messages now work correctly!
-Bots now return their own flag right away!
-Added a little 'recognition' system to the scoreboard... displays who has the most frags, flag kills, flag captures, and flag returns.
-Added the MCTFUnblockedPath class so now mapmakers can block paths and the bots understand it.
-Added a new crazy option:  Full ammo = loaded.
-Added Heavy Bot Defense option.
-Added LMS join option.
-Really souped up the rewards menu.
I think that these are all of the major changes.


MCTF2 Beta1 (Version 150):
Wow, there are lots of things I changed.... these are detailed in the rest of this document.

-Added new menus all over the place.
-Added about 10 new game options
-Added the option Single Flag Mode.
-Added support for CTF, CTF+ and CTF4 maps with the new Gametype MCTF with CTF maps.
-Further improved Bot AI.


Version 115:

-Official release version of MultiTeam CTF.
-Added code so now bots will pick up any flag if they're close enough.  Should greatly improve bots' actions.
-Added code so bots will not particularly go after people on other teams who have flags that are not the bot's enemy team's.  (If that makes sense).
-Added code so that TeamOutTriggers are triggered if a team is not in a game (e.g. the Gold Team's MCTFTeamOutTrigger is triggered at the beginning of a game with only three teams).
-Finished MCTF-TestRoom][!

Version 110:

-Added a MultiTeam CTF Tab to the Unreal Tournament browser window.
-Changed the MCTFTrigger types to work all the time now... (I hope)
-Other minor fixes to the code

Version 100:
-First release of MultiCTF online!


------------------
--- Known bugs ---
------------------

- 'Unusual' setups, such as having more than 32 players, can cause Access Nones and other problems.

- After playing a CTF map, the Max Teams value is sometimes reset to 2.

- No others.... Beta Testers, tell me!!

-------------------
- Future Features -
-------------------

-On the scoreboard be able to see all players' caps, frags, and returns.

-Beutify the menus / HUD.

-Make the mutators pretty.

-Include full help documentation in HTML form for easy reference.

-Make the messages better.

------------------------------------------------------------------------------

---------------
- Description -  
---------------

Capture the Flag for up to four teams with a variety of options for gameplay.  Uses only MCTF maps, which can be found at the above website.  Great fun for lots of people!
The idea is that when you capture an opponent's flag, their team gets a point.  When their team reaches the Score Limit, their team has lost the game.  The basic idea is to have the lowest score at the game's end!


----------------
--Installation--
----------------
UMOD installation: Double-click on the UMOD file.  How much easier could it be? 

ZIP Installation:  Put the following files into the following directories off of your UnrealTournament directory:

This file (MultiCTF2Beta4ReadMe.txt) - UnrealTournament/System
MultiCTF.u              - UnrealTournament/System
MultiCTF.int            - UnrealTournament/System
MultiCTFTex.utx         - UnrealTournament/Textures
MCTF-TestRoom.unr       - UnrealTournament/Maps
MCTF-TestRoomReadMe.txt - UnrealTournament/Maps
MCTF-TestRoom][.unr       - UnrealTournament/Maps
MCTF-TestRoom][ReadMe.txt - UnrealTournament/Maps
MultiCTFMuts.u          - UnrealTournament/System
MultiCTFMuts.int        - UnrealTournament/System
MultiCTFMutsReadme070.txt - UnrealTournament/System


If you'd like to host a MultiCTF game, open your UnrealTournament.ini and add "SERVERPACKAGES=MultiCTF" after all the other "SERVERPACKAGES=" entries.  (In the [Engine.GameEngine] section)

If you'd like to make MultiCTF mutators, open your UnrealTournament.ini and add "EDITPACKAGES=MultiCTF" after all the other "EDITPACKAGES=" entries.


Happy capping!


I apologize for not having .u files with incremental version names - like MultiCTF110.u, MultiCTF115.u, etc. so that people could play on servers with a different version.  I would very much like to do that, but since the maps use code from the MultiCTF.u package, I cannot release code packages with names other than MultiCTF.u.  So I will only release new versions of the source code when serious changes have been made.

------------------------
- Details for Gameplay -
------------------------

----Under the RULES menu, there is a configuration button. Click on it to bring up the following options:

-One Flag Mode - the game only has one flag, which appears at random places.  Bringing it to another
team's flagbase gives them a point!  Note that this version has no ENEMYTEAM option.

-Smart Bots - In One Flag mode, the bots will always know where the flag is.  In regular games, bots on different teams will work together to defeat common enemies.

-Team elimination - equivalent to GHOST TEAMS in the original.  Once a team hits the score limit, all of the players respawn as spectators.

-Flag Elimination - if this is checked but Team Elimination is not, once a team has reached
the score limit their flag disappears, they can no longer win or capture flags, but they can still play.  

-Sudden Death - the opposite of the original PLAY IT OUT.

-Random Team Placing - teams' bases will be randomized.  This is good for levels like Barricade and Leadworks
where different teams have different bases, but for symmetric levels like Face4 this is annoying. (The 
map's textures don't change)

-Carry Flags back - instead of flags going immediately back home when touched, they must be carried back to base.

-Multiple Caps - you can carry more than one flag at once.

-Rewards - enables the rewards listed in the Rewards menu, which are self-explanatory.

-Crazy Options - enables the options in the Crazy menu, which are....
	-Take own Flag - if Carry Back is true, you can grab your own flag off of its base!
	-Flag Translocations - you can translocate with flags!
	-Slow Carriers - flag carriers' speeds are reduced by 20% for each flag they have.
        -Reward Pickups - when you grab a flag, you get a reward as if you had captured a flag!
        -Full Ammo = Loaded - when you get the Full Ammo reward for capturing a flag, instead of just filling up on ammo you get all the weapons (except the redeemer) and full ammo!

-Heavy Bot Defense - bots that freelance go on defense instead of attack.

-LMS Mode - in netgames, once a team is out all players that join are spectators.

-Random Enemies - the enemy teams are randomized after every flag capture, unless the enemy teams have been set by a human.

-No Over Time - once the time limit has been reached (or the score limit in case of Sudden Death), the game immediately stops.  If two teams have the same score, the one whose team has the highest combined point total wins.

-Rejoin teams - once a team has been eliminated, the members of that team join other teams.


--------- REWARDS MENU

-All of the rewards are self-explanatory, except Subtraction.  The effects are cumulative in Subtraction.  If it is checked for 2 flag caps, for example, the team will get a point subtracted from their score for 2 or three caps (at once).  If 2 and 3 are checked, then a team will get one point subtracted for 2 caps and two points subtracted for three caps!  NOTE that all of these captures must be made at once :)


--- There are two player commands: throwflag and SetEnemyTeam***, both of these commands can be easily bound to keys under the CONTROLS menu under PREFERENCES.  However, to activate them from the console, precede them with the MUTATE command.. e.g. mutate throwflag, mutate setenemyred, mutate setenemyblue, etc.

-THROWFLAG - self-explanatory. Throws a flag if you have one.
7
-SETENEMYRED, SETENEMYBLUE, SETENEMYGREEN, SETENEMYGOLD - Sets what team your team is targeting.  Bots on your team will only go after that team's flag.  On an all human team, this does nothing but display what team you are targeting, which is useful in coordinating attacks against one team.


---Bots

--In non-one flag mode, the bots always go after one team at a time, i.e. they don't send one man after one team and other man after a different one.  Their target is set automatically by the computer to be the best target, which depends on whether Sudden Death is true or false.  Orders from humans override their previous target, unless the team designated by the human is invalid (i.e. that team is out of the game).

-In one flag mode, bots always go from flagbase to flagbase, looking for the flag.  Once they see the flag
(or the flag carrier), they go after them.  If a bot gets the flag, it goes to the nearest enemy's base.

--------------------------
- Details for Map Design -
--------------------------

----The new classes for mapping are the following:

-MCTFFlagBase.  (Parent is FlagBase).  This is the flag location for all teams.  Obviously, all MultiCTF maps need 4 of these, each set to a different team.

-MCTFKillFlagZone. (Parent = ZoneInfo).  Whenever a flag, whether a person is carrying it or not, enters this zone the flag is automatically sent home.  Useful if a designer wants to make a flag holder leave a base a certain way.

-MCTFTeamOnlyTrigger (Parent = Trigger).  A trigger only activatable by the team designated, unlike the original TeamTrigger, which only can be triggered by a pawn not on the designated team.

-MCTFTeamOutTrigger (Parent = Triggers).  Much like a dispatcher, only it is called whenever the designated team reaches the score limit and Ghost Teams is enabled.  Useful for cutting off bases after a team is out.

-MCTFScoredOnTrigger (Parent = Triggers).  Similar to a dispatcher in setup.  There is an array of evens, each of which is called only when the designated team reaches a designated percentage of the Score Limit. Useful to activate traps, open rooms, etc. to help a team out when it is getting scored on. 

-MCTFTranslocatorInfo (Parent = Info).  When this is added to a level, Translocators can be forced on or off, regardless of the server settings.  Useful for levels where having/not having translocators would make capturing flags too easy or hard.

-MCTFUnblockedPath (Parent = BlockedPath).  This is a pathnode that acts as a regular pathnode until triggered, at which point bots will no longer use that path.  Exactly the opposite of the BlockedPath navigationpoint.


----Specifics

-Every map MUST have at least two flagbases, one for team 0 and one for team 1.  Three flagbase maps must have teams 0,1,2, and 4-flagbase maps must have teams 0 - 3.

-MCTFTeamOutTrigger is ONLY called when Team Elimination is enabled and OneFlagMode is disabled!  This is to prevent problems with bases being shut off if people are still respawning in that base or the flag is in the base.

-MCTFScoredOnTrigger - when a team reaches its second to last point (e.g. the Score Limit is 5 and the team has 4 points) ALL REMAINING EVENTS are called.  This is to make sure that the defenders get all the help they can before they get scored on the final time.

The rest of the classes are as described above.  Happy mapping!  

If you make a map for MultiCTF, send it to me and I'll put it up on the website and give you credit for it!  Send it to wyzard@planetunreal.com.  Ditto for textures.  Thanks!

Due to the intrest in keeping all 4-way CTF maps compatible, use the standard CTF flagbase instead of the MCTFFlagBase.  The MCTFFlagBase is only still present to ensure backwards-compatibility.  Prefix your maps "CTFM" so people will know that it was made for MultiCTF!

--------------------------------------------------------
- Thanks (Version 170) - Yes I got around to doing it! - 
--------------------------------------------------------

And now, here are all the AWESOME people who beta tested for MCTF!

Action Hank
Area 51
Ciparis[FAT]
Csuthy Andras
Dark Defender
E.R.N.
Goyim_Smasher
Hamburger_Pimp
Hendrik Vermeylen
jAcKhAmMeR
Jay
Lister of Smeg
Ludovic
MADMAXQUINN
MarczoiereY
Menno Lodder
milliByte
Nocrutis
Pazarius
Qaisar
Sean Sexton
[ZB]_Sephiroth_
{BIO}Solomon
Spicy
The_Stranger
Telarium-Y2K
Toter
Wing_Zero


Here are the INCREDIBLE people who made maps for MCTF!

MCTF-CruxCitadel: The Shadow
MCTF-FireIceSlimeBullet: [DMF]ABU5E
MCTF-InstaMayhem: [MK]Annihilator (wherever you are)
MCTF-MetalDream: Rens2Sea

THANKS!!

And gracias, BOB-DOG, for the MCTF textures!

I also gotta give mad credit to UCLASSES, UMODWIZ, and EMACS for helping me out in the creation process, and the boyz at PLANETUNREAL for hosting my site.

If you think you deserve credit and you were left off of this list, email me and tell me what's up!

---------------------------
--Copyright / Permissions--
---------------------------
This gametype is Copyright 2000 Colin McCann.

Authors may NOT use this game type as a base to build other game types. You are NOT allowed to commercially exploit this gametype, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission. 

You MAY distribute this game type through any electronic network, provided you include this file and leave the archive intact.
MultiCTF has been tested on a variety of systems, but it is provided as is. The creator of MultiCTF (that's me) assumes absolutely no responsibility for anything that happens to a user's system while running MultiCTF. 

Have fun with the game!!

----------------------
Unreal Tournament (c)1999 Epic Megagames, Inc.  All Rights Reserved.  Distributed by GT Software, Inc. under license.  Unreal Tournament and the Unreal Tournament logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.


