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|               SpawnGuard Mutator for UT                                     
|		(c) 2000 Arne F. Claassen 
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Version: 1.00 
Created: 22/01/00
Author:  Arne "{MP3}ether" Claassen
Contact: ether@claassen.net
Homepage: http://www.remixradio.com/ut


Disclaimer 
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This software is unsupported. By using it, you assume all risk and responsibility for running it.


Legal Info
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You may install SpawnGuard on any non-commercial UT server, or personal UT Clients. Any other use requires the written consent of the Author. Other uses include, but are not limited to, distributing SpawnGuard alone or bundled with other software, or including SpawnGuard in any form of commercial Media. You may make SpawnGuard available for Download, as long as the full UMOD package, including this Notice is provided in the downloadable package.


Overview
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SpawnGuard gives each player a window of reduced vulnerability and visibility upon spawning. It is meant to give the Player the chance to move from the Spawn point without suffering immediate death from an ongoing battle or a respawn Camper. 

During the GuardTime, the player will start translucent and fade to solid with the last second flashing from translucent to solid and back. As the player grows more solid, a higher percentage of any suffered damage is actually taken. The flipside of this is, that while guarded, the Player's ability to inflict damage is also limited by the same percentage of solidity, i.e. a shot fired while mostly translucent will only do a fraction of the ordinary damage.


Installation 
------------
Double-click on the UMOD file and follow the instructions.

After a successful installation you should have the following new files on your system:

into C:\UnrealTournament\system 
SpawnGuard.u      (the binary code)
SpawnGuard.int    (the mutator description)
SpawnGuard.ini    (the configuration file)

into C:\Unrealtournament\help
SpawnGuard.txt   

Configuration
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There are three parameters that can be set in the config file:

GuardTime - The total time in secondsthat SpawnGuard protection 
            should last. Has to be greater than 1.5. Because of
            Network Lag, you may have to add an extra second or
            two to get the desired GuardTime length
StartFactor - The initial damage factor. This affects initial
              visibility and amount of damage taken/dealt. A
              number between 0 and 0.9
MaxGlow   - Currently set to 4, which is about the visibility of
            the normal non-translucent model. 

Notes
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SpawnGuard has been tested under Botmatch and Network DeathMatch and CTF running on a Windows 98 UT Server. It has not been tested with Mac or Linux Clients and Servers.
