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Vampire Invasion Mutator for Invasion & Vehicle Invasion
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Date: 3/Jan/2016
Author: ddraig
website: www.scoredoom.com
Version: 1.3 (1.3 fixes U2Creatures.Tosc support for multiplayer clients, as well as making its projectile faster.)
Game: UT2004 Invasion and Vehicle Invasion mod http://www.moddb.com/mods/vehicle-invasion 
Other Stuff worked on by author: ScoreDoom (Doom source port), Killing Floor mod, ut2004 Systemic Mech mod and more: 
http://scoredoom.com/bhapo.html
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Description: 
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A small mutator for UT2004 which optionally awards players health for monster kills, and optionally allows for players to respawn 
right after death to keep playing, only suffering the -10 points penalty. It also optionally disables vehicle run over damage for 
monsters which used to make Vehicle Invasion trivially easy.  Squash damage can still be applied when a monster is squished against 
a wall (see Notes below). These values are configurable (see Configuration below). 

This mutator is influenced by the .oWo.TallyHo! mutator ( http://www.moddb.com/mods/tallyho ) for Unreal Tournament which 
arguably influenced Epic to create Invasion for UT2004. TallyHo! awarded health for monster damage which made the game play very 
intense (harder waves + more monsters!!), it also allowed players to quickly get back into the action after a death which only incurred a points penalty. 
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Installation:
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.u, .ucl, .ini files go in the system folder

ServerPackge names for online play are:
ServerPackages=MutVampireInv
ServerPackages=VampireInvGameRules
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Configuration:
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Open the VampireInvConfig.ini in the System folder to edit values:
'ConversionRatio' is the fraction of the monsters default health to award to the player who killed it
'MaxHealthReward' is the maximunm health to award a player or vehicle. This caps the total health to give a player's vehicle or custom player 
pawn when a monster with large health is killed.
'bNoVehRunoverDamage' set to true stops vehicles from causing run over damage. Monsters may still be killed if they are squashed 
against walls. When this is turned on, all vehicles will have bEjectDriver=true to compensate by ejecting the driver and not killing 
them when the vehicle is destroyed.
'bResurrectPlayers' set to true will respawn the player after death only suffering the -10 points penalty.
ALSO 2 other variables for use with Alcapowned's Unreal 2 monster pack
( http://www.moddb.com/games/unreal-tournament-2004/addons/unreal-2-invasion-monsters-beta-41 )
'U2CAraknidHeavyHealth' sets the health for the Heavy Araknid (instead of default 10000)
'U2CToscHealth' sets the health for the Tosc (instead of default 10000)
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Recommended mods to use with:
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Satore Monster Pack 
http://unreal.shaungoeppinger.com/install-satore-monster-pack-v120-custom-monsters/

Vehicle Invasion 1.16 
http://www.moddb.com/mods/vehicle-invasion 

Monster Score Manager (Great for setting up points awarded per monster type)
Wave Names v1 
Boss Waves v6
( all found here: http://unreal.shaungoeppinger.com/mutators-ut2004/ )

Weapons of Evil Sentinel
https://mrevil.asvachin.eu/unreal/ut2/woe/
&
Systemic Mech Mod (adds more configuration for WoE Sentinel as well)
http://ut2004.levels4you.com/downloads.php?review=15315&cat=149

Iniquitous Monsters Packs
http://unreal.shaungoeppinger.com/monsters-ut2004/

Unreal 2 Monsters Pack
http://unreal.shaungoeppinger.com/monsters-ut2004/

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Notes:
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NetDamage does not get called for monsters in UT2004, so had to settle on ScoreKill to keep this as a mutator, instead of creating a new 
custom game type. IIRC, There was a mutator/setting that changed the mass of pawns that seemed to work better at stopping runover damage from 
vehicles than my current method. Not sure if it stopped pawns from being squashed against walls or not. Let me know if you have a recommendation,
 or remember this mutator/setting: gkrantz@gmail.com
