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Tango Down Alpha 118 UT2003  by M. Eck


This mod requires ut2003 version 2225 and the bonus pack with the invasion gametype (latest bonus pack I believe)

Here is an Alpha version of the TangoDown Mod (originally made for UT)
Since this is the seventh alpha there are still a few issues, and it lacks some polish (although I am working on it :).
If you do have any comments (not flames, unless they are constructive :) ), especially regarding bugs I may have missed or suggestions for how to polish it up, please email me @ imaknucklehead@hotmail.com  (yes this is actually my email address)


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# Installation


Just unzip the file into the correct UT2k3 root folder (usually c:\ut2003 ).  The file paths are already set.



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# NET PLAY

To play it in a network add the line:

ServerPackages=EckGun2k
ServerPackages=EckGun2k_p2

below the lines ServerPackages=SkaarjPack_rc and ServerPackages=UTClassic in the UT2003.ini file (beneath the other servepackages)



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# Mutators included

TangoDown Darkmatch: since UT2k3 uses "baked" lightmaps, this mutator simply fills a level with blackfog (no real bot support yet for this)

TangoDown GEMines and Grenades: Selecet what explosives the player will start with.  The choices are proximity mine, timed mine, remote mine, frag grenade and smoke grenade.

TangoDown Guns:  Use the TangoDown weapons.  In the configuration menu you can select which weapons replace the original UT2K3 weapons.

TangoDownMAGLights:  Every Player will start with a MAG light.  This can be turned on by setting a key in the controls menu.

TangoDownOneHitKills:  Scale the damage recieved by weapons by a variable amount, either minimal damage or instant kills!

TangoDownPlayers: Use the TangoDown players and enable the Weapon and Player selection menus.

TangoDown Pistols Only:  Randomly replaces the default UT2k3 weapons with TD pistols.


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# CONTROLS

To set the player controls (when playing with the TangoDOwnPlayers mutator) got to the settings menu and controls tab.  Under the Tango Down PlayerMovement subsection there are several keys to assign.  A description of each is below:

Drop Stance:  this key causes you to go from standing to crouching, or from crouching to prone.

Up Stance: this key causes you to go from crouching to standing, or from prone to crouching.

Toggle Crouch: This is a quick key that replaces the the crouch function.

Use/Kick: kick players in front of you or activate "useable" items (like vehicles and doors).  Kicking will actually knock players out of your way.

Sprint:  THIS KEY IS VERY IMPORTANT.  When you are holding this down and moving (whether or not dashing is enabled) your accuracy will be crap.  If dashing is 	enabled then you will move faster(20 % faster!).

Peak Left: Peak left

Peak Right: Peak right

Behind View: toggle behindview (good for screen shots!)

Behind View Free Camera:  when in behind view rotate the camera around your player

Toggle NightVision:  If using the TangoDown Gun mutator, this will turn your NightVision goggles on and off

Turn On Flashlight: If using the TDMagLight mutator, this will turn on your flashlight

Class Menu:  Bring up the weapon and player Selection Menu when using the TangoDown Player mutator

Admin Menu:  Bring up the player movement options Menu when using the TangoDown Player mutator.  This menu allows in-game configuration of the player's 	movement abilities  




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### Weapon Sounds ##
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 the included sounds are from the agentx source and the packaged UT sounds

**Important note:  The weapon sounds don't sound all that nice.  If you have better weapon sounds that you would prefer to use you can make a separate soundpack and use the sounds in your own weapon pack.

Go to this website at this link to learn how to make your own soundpacks.

http://wiki.beyondunreal.com/wiki/Importing_Sounds


To use them in game open the eckgun2kstat.ini
- locate the entries for eckgun2k.nato50AEinstantfire, eckgun2k.nato556instantfire etc.
- add your sound to the entry  where like this:  NewWeapSound=Sound'YourSoundPackage.YourNewweaponSound' where YourSoundPackage is the name of the sound .uax file you made and YourNewWeaponSound is the name of the sound you want to use in the package

As you can tell if you open the .ini file I don't actually use the sounds I included with the mod, but rather I made my own sound package  This has no effect on the mod because if the custom sound cannot be located, the default sound is used.


#### The Mod ############

I always liked rainbow six, but always wanted to have first person weapon models and some other multiplayer options.  Now I do! (no no raven shield is too high poly for me ;)
All of the models and textures were made by me.  


This umod has a  mutator to replace pawns with my special class pawns, a hummer which can carry passengers (debug version in that it will show you where the passengers will sit) and allow them to fire their own weapons from the vehicle, and several low poly player models made to look like the original rainbowSix commandos, and a few rainbow six style weapons.

*** Hummer ***
To test drive the hummers,  summon them ingame by first typing "ghost" in the console(without quotes) and then typing "summon eckgun2k.tdhummer".  Make sure the TangoDown Mutator is activated and configured so that it will controllers first(simply check all of the  buttons).  Once in the game, touch the triggers around the hummer tires in the ground.  To enter the hummer at various places (like the halo buggy) hit the use button when prompted.  Hit jump to leave the vehicle.  if you are in a passenger position you will not be able to drive the vehicle, so you must enter the driver seat if you want to drive.


The new player controller (with the new pawn) can go prone, stay crouched, and peak/lean.  Just bind a key to the godown function on the controls menu.  Press jump to change up to the next stance.


*** ADMIN OPTIONS ***
The mutator also allows you to scale player groundspeed and scalejump through the use of an ingame admin menu.  Simply bind a key to the admin menu command (from the controls screen in settings).  If you are playing a network game log in as the admin first to do this.  Once you open the menu in game, simply adjust the slider for running speed  and check or uncheck the boxes to allow leaning, allow prone, or allow dashing etc.  Once you close the menu the changes will take effect.


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Thanks and Acknowledgements and where certain pieces of code came from: 
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 I used all kind of code from the wiki.beyondunreal.com/wiki for passenger vehicles and alternative control methods by daid303, sneakeye, and Mr Evi1, and several others that I cannot remember just at the moment.  The trigger method is an altered version of the bulldog as I use separate triggers for each passenger position.  Hummer model is by me (yes it is low poly I know...)

Mr_SD and Postal also essentially taught me everything I know about weapons coding, and the weapon code in this mod uses methods they showed me (although I believe they would probably do a lot better than I did :)

The ingame menu code is all based on the code by EvilDrWong who was so kind as to let me mess with it.  His menus are better, but mine work for the time being.

The flashlight code is based on Squirrel Zero's ultimate 2k3 flashlight on the wiki and some Posts by MrEvi1 in response to Alex on the beyondunreal coding forums.

  The weapon sounds are all from the AgentX source (which I got permission from Mr. White to use a long long time ago) and I DID NOT MAKE THEM AND DO NOT TAKE ANY CREDIT  FOR THE SOUNDS.

The majority of the custom player code I wrote myself, although a lot of it is based on the UT and UT2k3 player code, and for the leaning code I got all kind of info off the wiki and beyondunreal forums.



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History
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version 118:
-ragdolls last longer
-TDpawn no longer has deres

version 117:
-Smooth collision height adjust temporarily removed to ease the hanging ability
-All muzzle flashes work now
-NVGs now have a timer and need to recharge

version 116:
-FIxed leaning bug in net play sort of (little abrupt, but acceptable for general play)
-CLimbing works in net games as well
-Going prone / crouching works in net games. Smooth collision height adjust as well
-Zoom for weapons works in netplay
-NVG works for net play


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Known bugs to quash:
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Vehicles: -Netgame Client Drivers cannot fire their weapons in the direction they are facing yet...	
	  -Driver seems to have view adjusted twice while steering, acceptable but a bit annoying..will fix.

Mutator: -Weaponbases on client are still visible even though new weapon boxes are spawned on top of them.-no good fix yet

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