Gott version 1.1 pre-final

Another of my recreated mods after I lost my data. 
Type summon Gott.Karel (Secret class originally, then changed to regular), Gott.NuclearKarel (Secret class originally, then changed to rare, appearing only at boss maps),
Gott.KarelGott, Gott.ShotgunKarelGott, Gott.KarelGFriendly, Gott.GottOldQShot, Gott.GottMag, Gott.GottRifle enjoy. 
For other summons and for mutator usage, look at other readme files please. 

Big thanks to Asgard for allowing me using scripts from Rtnp2U Hybrid humanpawn class and rsp. 
Without his scripts, this mod could not evolved into final version. (Note: Asgard's scripts is using karelgott class) 
http://ammo.at/napali  http://www.angelfire.com/empire/napali/
Hybrid and Rsp classes at RtNP2u are parent classes for maleonesp for example, it is just modified bot code for use at singleplayer, but very stable code.

Thanks goes also to Bio-Hazard for new skin on karelgott class and long time betatesting. 

Big thanks also to Sixpack_Cookies for his mutator, because my mutator caused crashes. 

Thanks many people which came testing to my server and helped to find out bugs, or even told me how to solve few bugs, like leetness.
Also thanks them for ideas, like GottMerc was done after request of Killa_Mental (AKA Mental_Hunter nowadays), or NuclearKarel was renamed to NuKarel
by request of Rarsonic.

Thanks to Cheese for fixing my "newrifle" script and that he remade it for proper working, the fire switch didn't work at all.
He sent me much different script, well I modified it to be it more to original, plus then I added effects and sounds.
Thanks to Zombie for sending me hax fix for jcoopz, because when you died with zoom on on jcoopz, it then after restart had switched the scope on.

Story: Hmm, this mod is a parody styled and I actually wrote some funny story for it, but I seem to lost it.
Anyway, I created new one now in rush: Skaarjs started to do an experiment on their new type of battle brutes, but something went wrong and
they had to use DNA from their human cloning experiment, to make new brutes full DNA, because they somehow broke it.
Well, but that DNA they found way back at earth and they took it from one crypt. Well, it was crypt of Karel Gott.
So they made a army of Karel Gott's clones and supported them with ultra, duper-super guns. 
But... one of descendants of Fantomas, the super arch-enemy and badass and super criminal heard what Skaarjs did,
so he wanted to clone Fantomas and went to Skaarj labs wearing Karel Gott's masks and added to machines new DNA for creating Fantomases.
Chaos started, everything went wrong and Fantomases overran the base and took it under their control and started doing horrible processes 
and genetic experiments, even worse than those Skaarjs began with, leading into army of zombies and other horrible creatures.
Fantomas wants to rule word, but one of descendants of Boris security guard called Roy had his plan and he used Fantomas' method to take control one 
of not very much secured bases. He succeeded and tried to reprogram some things and to create normal Gotts which can help us, but he was soon 
stopped and had to leave base. But he already started creating new friendly clones and also clones of his ancestors and Skaarjs or Fantomases 
had no chance to stop them, only at some clones it resulted to gentic anomalies and Gott's head appeared on genetic modified merc that Skaarj
been studying and also on Krall. But rebels lead by Roy are still too few to stop this chaos. Now, it's up to you to join rebels and kick some ass!
You slowly wake up, because one of Fantomases plumped you at head with frying-pan, he had mask of your friend, but he only took you to faint.
Now it is time to revenge!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! @{##}{(("((((((HHHHHHHHHHHH::::::::::))))))))))

Changes from version 1.00 f) :
New sound added
New friendly class KarelGFriendly


Changes from version 1.01 f) :
New skin from Bio-Hazard added
New class NuclearKarel
Changed projectile at Gott.karel
Operation Na Pali style scripts, I removed old ones made by me and replaced them with modified onp scripts.
No more gotttext.utx, that file is useless now

Changes from version 1.1 b) :
New Gottplus2 file and finally mutator inside!
Minor changes at Gott.KarelGott and some changes and bugfixes at following classes.
DualMag based GottMags
Male2SkinsRoy fix by Bio (Face is fixed, so it has hairs from original male2 skin, but face from Roy)
Edit: More fixed mutator by me, Sixpack Cookies left in developement, but can possibly return.
GottExtras file

Changes from version 1.1 pre-final) :
Added GottOldQShot at gott.u file and ShotgunKarelGott, GottOldQShot is remake of oldquadshot with fixed bugs, 
without scriptwarnings and with much more damage, original oldquadshot had two new models btw (left and right hand), 
which were for some reason unused, probably Smirftsch forgot something, btw Smiley's XS Quadshot uses this 
script too, only he added those shellcases, which is buggy and it was from Rifle script.
Note that Oldquadshot script is more a public one and it has been used at some scripting tutorials too, probably 
oldquadshot is based on it.
DualMags changed, removed reloading to work it like marinewolf marinemags, only ammo is limited and not recheargable, 
also mags have third fire mode if used both, try holding secondary fire and then primary fire after it at same time, 
it is not bug btw, but real third fire mode which uses unused anim :P.
Fixed few internal skins, adjusted some health and other things, fixed network bugs, some scriptwarnings, etc.
Added teleport ability to helper pawns.
GottOldQShot has muzzleflash now and shell count displayed on screen (Edit: I had to temporarily-disable it due to wrong functionality at appearing only 
once online and some other bugs, but I can reuse it at next version, I will probably release some addon pack or map if 
I will not make those things which I planned in here or make another update, 1.2) and KarelRocket has a flare behind it. 
Finally fixed walking anim network bugs at helper pawns, but this time without scriptwarnings too (I used different method now)! 
Unlike MarineWolf, where it gives loads of scriptwarning, that reminds me I may update that mod too.
Some changes at Gottextras, added new skins for altprojectile and also changed skin of rocket a bit.
Changed sound order of EFantomasGL and FRoyRL, for some variation. It can be more annyoning though, but I wanted some variation.
Changed GottZillaS slightly, changed menuname of NuclearKarel to NuKarel after Rarsonic's request. Also his rockets aren't that big.
Added all new ammo for new weapons, so it is not longer using ammo from normal Unreal, but own ammo. 
Re-enabled muzzleflash, made it kinda different than before (I deleted old code in accident), but I had to disable sethand left and center functionality,
though hidden weapon still works, but without muzzleflash of course. 
New mutator update by Sixpack_Cookies, again thanks!
Made Quadshot appearing only at right hand, because of some muzzleflash problems.


- Leo(T.C.K.)
