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--- Script Information ---
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Title                   :Target Kicker
Release Date            :04/12/02
Filename                :TargetKicker.u
Author(s)               :Silencer
Email Address           :silencer@section7games.com
Available At		:http://section7games.com
Thanks to               :Boblicity


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--- Information ---
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This is an alternative to the standard UT kicker. It functions
in much the same way but with several bug fixes and improvements.
Here are the available settings for your reference.

bKillVelocity: If true, the kicker will ignore the actors current
velocity when it applies the new vector. If false, the actors
velocity will be added to the kick velocity similar to momentum.
(The original version had this feature but it was bugged. This
version should work properly.)

KickedClasses: This is the name of the class(s) which are kicked.
Default is 'pawn', and will cause the kicker to kick any and all
pawns. This should be left alone except in special circumstances.

KickSound: This is the sound which is played when the kicker is
activated.

VelocityScale: This setting adjusts the "strength" of the kick.
This is meant for extremely long kicks which would require you
to place the target actor very away from the destination in order
to compensate for gravity. Instead you may increase (or decrease)
this number to 'virtually' change the distance of the target
actor. Essentially this makes it easier to stay organized or to
fine-tune the distance a kicker shoots you.


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--- Instructions ---
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Open the actor class browser and go into Triggers just like you
would for a normal kicker. Place the TargetKicker actor where
the kicker should go. Adjust the settings as needed. Make sure
to give the kicker a unique Event name.

Unlike the original kicker which required you to input X,Y,Z
coordinates this kicker targets itself by using a KickerTarget
actor. Place the KickerTarget in your map and set it's Tag to be
the same as the TargetKickers Event. This is needed so that the
kicker knows which target to aim at. 

When positioning your KickerTarget keep in mind that the kicker
will aim in a straight line. Gravity however will cause a curved
trajectory that, depending on the settings, may fall short of the
target. You will need to compensate for gravity and geometry. I
find that if you imagine the a curve to the destination and place
the target actor at the crest of that curve the result is pretty
close.

By adjusting the location of the KickerTarget as well as the
VelocityScale you can adjust the trajectory to create a low and
fast path or a high and slow path. It is difficult to explain
exactly how you'll need to set it up as each map is different but
you should find this extremely easy to setup once you experiment
a little and get the hang of how it works.


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--- Fine Print ---
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This level may be freely distributed in an unmodified condition
as freeware. It may not be used or associated in any way with a
commercial project (game map, magazine cd, any revenue producing
medium) without my expressed written consent.

This file may be modified and/or used as a base for future works
provided that I am given full credit for the portions that I
created. This text file must also be included with any and all
distributions of the original file as well as any new files
which contain a significant portion of my work.
