=======================
Old Skool Monsta Toolz
    Development Log
by SuperApe - Dec 2006
=======================


+---=====---=====---+
 OSMT v1.4 - 12/31/06
+---=====---=====---+

ScriptedActions added:

 ACTION_SetEnemy : Selectively sets the Enemy of a ScriptedMonster.

What works:

- Fixed OSM Adventure Server Rules options display.
- Fixed Brute to play sleeping sounds only when sleeping.


+---=====---=====---+
 OSMT v1.3 - 12/8/06
+---=====---=====---+

ScriptedActions added:

 ACTION_GiveGoodie : Equips ScriptedMonsters with additional GoodieDrop array Pickups.

What works:

- Following creatures will threaten but likely remain loyal to Player leaders, even after repeated friendly fire hits.
- Fixed Poison to prevent reduced damage on lower game difficulties.
- Fixed Poison actors to only damage once per second.
- Fixed Dummy to stay in-game by removing the Texture property instead of using bHidden.
- Fixed GiantGasbags spitting out smaller Gasbags online.
- Fixed Mantas online to begin animating at map start.
- Fixed Brutes, Skaarj and Warlords online to play footsteps & wingbeats.
- Fixed ScriptedCharacters online to stop firing and to display as PlacedCharacterName.
- Fixed miscellaneous online client warning logs.
- Fixed OSM Adventure to prevent pausing online.


+---=====---=====---+
 OSMT v1.2 - 10/30/06
+---=====---=====---+

What works:

- Fixed ThingFactory and CreatureFactory bCovert property.
- Fixed ThingFactory and CreatureFactory to immediately attempt spawn when Touched.
- Fixed CreatureFactory bAutoRespawn to begin respawn interval upon creature death, not Pawn removal.


+---=====---=====---+
 OSMT v1.1 - 10/21/06
+---=====---=====---+

ScriptedActions added:

 ACTION_SubTitleSwitch : Sets the currently active SceneSubtitles actor to help organize subtitled cutscenes.

Miscellaneous Actors added:

 HintItem : An actor that can be Used by players to toggle a Material HUDOverlay, as if they were closely inspecting it.  Useful to give clues or hints in story-driven adventures.
 PlayerUseTrigger : Only allows Player Pawns to Use and activate.  Toggled if triggered.

Features added:

- ScriptedCharacters now have override properties for Health and ShieldStrength.
- ScriptedCharacters can use AmmoPickups in their GoodieDrop array as well as WeaponPickups.  As usual, the last item in the array is used first, so list ammo after the weapon.
- OSM Adventure maps may have a custom loading screen by naming an embedded (myLevel) texture "LoadingScreen".   The map name and "Loading..." text are omitted when a custom screen is displayed.  To keep this texture embedded and saved, assign it as a Skins property on any NavigationPoint or other hidden actor.
- OSMObjectiveManager includes a per Objective AdditionalEquipment property array to allow players to respawn with additional default equipment after that Objective is reached.  This string array is defined the same way the DefaultEquipment property is: <PackageName>.<ItemName> (example, "XWeapons.LinkGun")

What works:

- Fixed Ambushing creatures to be associated with AmbushPoints via OrderTag.
- OSM Adventure default timelimit set to zero. (unlimited)
- Fixed OSM Adventure DeathScenes so that Broadcast Messages can be displayed afterwards.
- Mantas flight movement improved.  They now climb and dive smoothly with banking turns.
- ScriptedCharacters prevented from crouching if DrawScale is set to small or too large, preventing reset of default CollisionHeight.
- ScriptedCharacters forced to stop firing animations when they die.
- Fixed ACTION_VehicleFireStop to prevent vehicle weapon removal.
- Fix to stock loading screen code so loading maps may now display the fourth "missing" image (Xan backlit).  OSM Adventures only.
- Minor miscellaneous fixes to scoreboard and menu hints for OSM Adventure.


+---=====---=====---+
  OSMT version 1.0
    July 28, 2006
 > Public Release <
+---=====---=====---+

Game-Related Actors added:

 MapList_OSMAdventure

Effects added:

 CarcassFlies : The flies that buzz around a carcass.

ScriptedActions added:

 ACTION_IfPlayerNum : A conditional that is True if the current number of players (bot and human) is equal or greater than a given value.
 ACTION_IfGameDifficulty : A conditional that is True if the current game difficulty is equal or greater than a given level. (0=Novice, 7+=Godlike)
 ACTION_TryToDrive, ACTION_ExitVehicle, ACTION_VehicleFire and ACTION_VehicleFireStop : Four actions meant only for scripted behavior, as in cutscenes.  Do not Monsterize without exiting the vehicle.  ScriptedMonsterController expects to control ScriptedMonsters, not Vehicles.

Features added:

- Carcasses can be set to bFlies True to automatically spawn CarcassFlies.  CarcassFlies will be removed if the carcass is destroyed.

What works:

- Renamed OSMGame from "OSM SinglePlayer" to "OSM Adventure" to better reflect the gametype.
- Brutes prevented from arbitrarily Sleeping.  "Sleeping" Orders must be explicitly set.
- Prevent legless Krall who die from becoming "ghost" monsters.
- Warlord bTacticalTeleporting is False by default.
- Fixed ScriptedMonsterController MeleeAttack state.
- Fixed Charging behavior to prevent waiting once goal is reached.
- Fixed Patroling behavoir to properly resume patrol.
- Fixed LoseEnemyCheckTime to count from Enemy LastSeenTime instead of AcquireTime.
- Fixed ScriptedCharacter behavior to stop firing while playing various animations, while dying, etc.
- Fixed ScriptedAction ACTION_Monsterize.
- Fixed ThingFactory and CreatureFactory operation.
- Fixed OSM DeathScene operation before first Objective reached.
- Fixed OSM AdjustDifficulty operation.
- Mappers allowed to specify all anims for ScriptedCharacter behaviors.
- Improved FollowLeader behavior: roam periodically, follow/fight properly with Players that are driving.
- Following creatures are friendly to those who are friendly to the Leader.
- Proper animation replication for creature special behaviors. (Krall DiceGame, Skaarj ButtonPusher, Pupae Pouncing, etc.)
- Proper Carcass replication of AnimSequence and (up to) 2 Skins.  EffectWhenDestroyed now replicates properly.
- Proper Krall and Skaarj headshot replication.
- Proper Warlord mutilating gib replication.
- Proper GoodieDrop falling Pickup replication.
- Proper ThingFactory falling item replication.
- Proper Poison damage indicator replication.
- Implemented ugly hack to fix MonsterController's 'WaitForAnim' state online and prevent strafing creatures from stalling.
- OSM CutScenes prevented on Clients.
- OSM IntroCutScenePawn automatically removed in netplay.
- Server automatically ends OSM game if LastMan condition is met.
- Server automatically ends OSM game on last Client logout.
- Miscellaneous minor fixes to clean up Client logs.


+---=====---=====---+
 OSMT v0.999b - 7/8/06
(supplemental update)
+---=====---=====---+

What works:

- Player Pawns who started a combo before an OSM cutscene are prevented from losing their Controller.
- Instantly gibbed Players should be prevented from seeing the OSM DeathScene centered in the default location instead of at the Player Pawn location.
- Warlord falling death prevented from "never landing".
- Minor fix to Krall DiceGame code.


+---=====---=====---+
 OSMT v0.998b - 7/3/06
(supplemental update)
+---=====---=====---+

Features added:

- LesserBrute bolt projectiles are now red, a little slower, but more powerful than before.

What works:

- Various creature health values "corrected": Brute 220->340, Behemoth 260->500, Krall 100->180, EliteKrall 100->200, Manta 80->78, CaveManta 80->50, Pupae 60->65, NaliCow 100->60, Warlord 500->1100
- Improved Brute charging behavior, improved Brute projectile locations, improved Brute firing texture.
- Guided Redeemers prevented from causing an OSM DeathScene to play upon detonation.
- Poison inventory correctly identifies PoisonPickup as it's PickupClass.

What doesn't work:

- Currently, the BioRifle is the only inventory weapon that can be spawned from Carcass.Contents for reasons unknown.  Use a ThingFactory triggered by the Carcass as a workaround.


+---=====---=====---+
 OSMT v0.997b - 6/29/06
(supplemental update)
+---=====---=====---+

OSM Adventure Console Commands added:

 Comrade <CharacterName> <optional bFavoriteWeapon> <optional bFullAmmo> : Spawns a ScriptedCharacter set to a Character profile.  Optionally, they can be equipped with the Character's favorite weapon or full ammo.

Features added:

- Any adrenaline combo a Player was running when an OSM cutscene started will be resumed once the cutscene is finished.  During the cutscene the combo is automatically suspended and the Player Pawn appears as normal.
- PlayerAloneTrigger will now "allow" friendly creatures: those who have a AttitudeToPlayer of Friendly or better.

What works:

- AIScripts are reset upon OSM IntroCutScene Interrupt.  This fixes a bug where all ScriptedTriggers failed after interrupt.  Any AIScripts with the Tag, "IntroScript", are destroyed instead of reset to allow mappers to clean up easily after interrupt.
- Player Pawns are now automatically forced to leave their ScriptedSequence after a cutscene, so ending them with an ACTION_LeaveSequence is no longer necessary.
- Players are now revived if their Pawn was killed during an OSM cutscene. (this was working, then I broke it several versions ago.  now it's fixed.)
- Overall ScriptedMonster AttitudeToPlayer fixes that should improve their reactions to friend and foe alike.  Changing their attitude should also be more intelligent.
- Improvement to ScriptedCharacter combat AI allows them to AltFire.
- Improvement to ScriptedMonster AI allows teammates and followers to keep better track of their leaders and ignore accidental friendly fire most of the time.
- Changed projectile types on IceSkaarj to blue projectiles and SkaarjLord to red projectiles (SkaarjPack.FireSkaarjProjectiles).  IceSkaarj projectiles are faster, SkaarjLord projectiles are more damaging.
- Minor fix to ScriptedMonster Alarm behavior code.
- Minor fix to crouching code for ScriptedCharacters.
- Minor fix to "Access None: Winner" log errors at match end.
- Minor fix to Skaarj projectile death message.
- Minor fix to ScriptedMonster "gesturing" animations to prevent them from sliding. (Victory, Greeting, etc.)


+---=====---=====---+
 OSMT v0.996b - 6/27/06
(supplemental update)
+---=====---=====---+

Effects added:

 VehicleFactorySpawnEFX : Generic spawning particle and sound EFX used by the TeamVehicleFactory if bDefaultEFX is True.

Features:

- ScriptedMonsters now have the ability to "feel" the presence of enemies who are extremely close, but not touching.  Adjusted by skill level and awareness.
- All ScriptedMonsters now have a per class PeripheralVision setting.
- ScriptedMonsters on a player team, monster team or set to ATTITUDE_Follow will now recognize a target Pawn the Leader is shooting and attack.

What works:

- Major fix to ScriptedMonster awareness settings.  Skill setting now reliable.  PeripheralVision and SightRadius are now prevented from being reset. (blocking Invasion monster code)  Skill now modifies PeripheralVision, instead of determining it.
- Fix to Warlord PlayFighter() function which caused undesirable problems when Guarding, etc.
- Fixed minor log warning with regard to intro ScriptedCharacters and their weapons.
- Fixed ScriptedCharacter continual crouching bug.
- Minor fix to ScriptedCharacter PlayThreatening() function.
- Fixed bug in arbitrary OSM DeathScene start, if creatures were recruited onto Teams.
- TeamVehicleFactory.bDefaultEFX has been enabled.


+---=====---=====---+
 OSMT v0.995b - 6/23/06
(supplemental update)
+---=====---=====---+

ScriptedActions added:

 ACTION_HealPawn : Does what HealActor can't: heals Pawns.  Good for setting up a place for Monsters to heal up, like their HomeBase.

ScriptedMonsters added:

 ScriptedCharacter : Player character as a ScriptedMonster.  Useful for Player-like villians, hostages, comrades, etc.  There are NOT bots, they are considered monsters.  They use the weapon pickups specified in GoodieDrop; using last-listed first.  Mappers can specify the character thru AI -> PlacedCharacterName.

Effects added:

 PoisonEffect : This allows the Poisoning DamageType to give Poison to the victim.

Projectiles added:

 SmartEliteKrallBolt : Faster, prettier and won't cause the normal Krall bolt to change color.
 LesserBruteBolt : Essentially the same as the EliteKrall projectile, but with proper death message.
 BehemothRocketProj : A SeekingRocket type for Behemoths.

Features:

- LesserBrute and Behemoth have new projectile types.  LesserBrute has the same blue bolt, but with proper death message.  Behemoths now fire seeking rockets, similar to WarlordRocket, but less damaging.
- A ScriptedCharacter can be placed in a map with a Tag of "IntroCutScenePawn".  This ScriptedCharacter will then appear as the Player's selected Character during the IntroCutScene.  It will be removed from the map at the end of the IntroCutScene.

What works:

- Poisoned DamageType now displays a distinctive green pain indicator coming from all directions.
- Poisoning DamageType now works in any gametype.
- OSM intro cutscenes are now interruptable.  Mappers can prevent this with OSMObjectiveManger.bPreventIntroInterrupt (True by default).  Mappers recieve an "IntroInterrupted" Event when this happens.
- ScriptedMonsters set to Guarding Orders with an OrderTag that matches an Touchable item will monitor that item when they are at their post and attack Enemies that might touch it.  Higher Skill creatures monitor more often.
- Fixed bug on ACTION_PossessPawn.
- KrallBolts now prevented from changing color if an EliteKrallBolt is fired. (bug fixed from stock code)
- EliteKrallBolts now display proper blue sparks & blue dynamic lighting. (bugs fixed from stock code)

What doesn't work:

- ScriptedCharacters have a limited vocabulary.
- ScriptedCharacters do not use AltFire.
- Interrupted Intro Cutscenes do not fade to black, yet.


+---=====---=====---+
 OSMT v0.994b - 6/15/06
(supplemental update)
+---=====---=====---+

What works:

- Warlord's FallingDeath will now land properly.
- Warlord's bTacticalTeleporting setting to False now reliable.
- Fly's may now be prevented from floating when killed.


+---=====---=====---+
 OSMT v0.993b - 6/10/06
(supplemental update)
+---=====---=====---+

Miscellaneous Actors added:

 PlayerAloneTrigger : Monsters within the Collision Cylinder automatically disable this trigger.  Helpful in determining if players are free of monsters.

Features added:

- Adjusting ScriptedMonster DrawScale now automatically adjusts CollisionSize, Health, Mass and CrouchSize as well as SoundPitch.
- GoodieDrop is now in the AI property group along with a new property bDropOnlyOne, which if true will randomly pick one item from the GoodieDrop list.
- Fly and Pupae now have editable melee damage properties.
- Pupae has a new Order state, "Pouncing", where they can be stuck on walls or ceilings (or mid air) and will lie in wait for an Enemy.

What works:

- Patroling creatures now correctly play their PatrolPoint.PatrolAnim and ignore non-existent sequences.
- Ambushing creatures now correctly find their AmbushPoints by the creature's OrderTag, not Tag.
- AlarmPoint bStrafeTo properly causes creatures to travel to the AlarmPoint while focusing on the Enemy.
- Skaarj set to bFakeDeath will get up if damaged and not return to fake death state.
- Default HearingThreshold for ScriptedMonsters has been changed from 0.3 to 0.2 to allow greater hearing distance.
- ScriptedMonster Skill property now adds the game difficulty skill level to the creature's Skill, up to a maximum of Godlike.
- bFixedStart is now in the AI property group.
- Carcasses are now able to use the Decoration properties bDamageable, bPushable, EffectWhenDestroyed, etc. (Just set the Collision properties appropriately: bBlockActors, bCollideActors, bBlockZeroExtentTraces and bBlockNonZeroExtentTraces)
- ThingFactories & CreatureFactories  with no ItemTag set will automatically set it to their Name value.  This fixes an error in counting actors spawned from this factory.

What doesn't work:

- Individual Krall and Skaarj set to either large or small DrawScales (when compared to their base class) are prevented from crouching.  This prevents the collision cylinder from resetting to class default sizes when uncrouched.


+---=====---=====---+
 OSMT v0.992b - 6/5/06
(supplemental update)
+---=====---=====---+

Features added:

- Implemented AttitudeToPlayer ATTITUDE_Follow.  More intelligent (Mammal and up) creatures will greet and follow player in any gametype.  Following monsters are player allies; they will attempt to protect the player and fight their enemies.

What works:

- Implemented bIgnoreFriends.  Creatures on a monster team will hunt players on their own instead of following the TeamLeader or friend.
- Fixed a bug in the OSM EndGame condition having to do with Objective timelimits when the game config timelimit was zero.

What doesn't work:

- Ambushing creatures were associated to their AmbushPoints by the creature's Tag instead of their OrderTag.
- Skaarj set to bFakeDeath continue to play dead if Enemy is out of range, even if damaged.


+---=====---=====---+
 OSMT v0.991b - 6/3/06
(supplemental update)
+---=====---=====---+

What works:

- SkaarjScout armor increased to 10.  IceSkaarj have armor, same as SkaarjScouts.
- Patroling and Ambushing aquisition fixed. (Attacking)
- Patroling reaction time to enemy is fixed.
- Improved Team member navigation.
- bDelayedPatrol Patroling creatures now simply begin patrol route on trigger instead of making the Instigator an Enemy.


+---=====---=====---+
 OSMT v0.99b - 6/3/06
+---=====---=====---+

ScriptedActions added:

 ACTION_AssignMonsterToTeam : Given the Tag of the monster and the TeamIndex number (0=red, 1=blue), the monster will be assigned to that player Team.

Features added:

- Monster Teams implemented.  Set a matching AI->TeamTag to a group of creatures and set one of them to AI->bTeamLeader = True.  Monster Team members will follow leader if not busy.
- More intelligent Monsters (BRAINS_Mammal and up) can be assigned to Player Teams, will attack Team Enemies and appear on team rosters.  Monster assigned to player team will ignore original Orders.

What works:

- All ScriptedMonster OSM ScoringValues tweaked to better reflect the difficulty in defeating them.
- Krall bSpearToss property now implemented.  If True, this Krall is able to use the Throw melee attack. (Default = True)
- ScriptedMonster and ScriptedMonsterController code significantly cleaned of logs and comments.
- Adjusted SmartPupae Intelligence to BRAINS_Reptile.

What doesn't work:

- Patroling and Ambushing aquisition broke.  Non-responsive, too slow to respond to enemies.
- Patroling reaction time to enemy is slow.


+---=====---=====---+
 OSMT v0.982b - 5/28/06
(supplemental update)
+---=====---=====---+

Features added:

- CreatureFactory now has a bAutoRespawn property (default = True) which forces the creature to trigger the factory when it dies.

What works:

- ThingFactory now limits spawned Pickups to one item automatically.
- Minor (re-)fix to triggered Thing and CreatureFactories.


+---=====---=====---+
 OSMT v0.981b - 5/26/06
(supplemental update)
+---=====---=====---+

What works:

- Fixed a small bug with relation to ThingFactories/CreatureFactories that are meant to be triggered.


+---=====---=====---+
 OSMT v0.98b - 5/23/06
+---=====---=====---+

Decoration added:

 Carcass : A mesh with no collision. Defaults as human male skeleton, but can be set to any mesh.  Able to set animation and frame to freeze on.

DamageType added:

 Poisoning : Like normal damage but also Poisons the target. (Not to be confused with DamageType 'Poisoned', which is damage caused by Poison)

Features added:

- ScriptedMonsters now have an extra property, OddsOfAppearing, which uses the match's Difficulty to adjust a random chance the creature will appear at match start. (default = 1.0 = always)

What works:

- GiantGasbags, GiantMantas, LesserBrutes, Behemoths, SkaarjBerserkers, SkaarjAssassins, SkaarjScouts, and SkaarjLords now essentially ignore varying degrees of minor damage, like other strong creatures do.
- Thing and CreatureFactories now have a much more accurrate DIST_Gaussian TimeDistribution setting.
- Minor fix to Thing and CreatureFactories with bCovert true.
- Krall and Skaarj now correct their collision cylinder height when uncrouched.

What doesn't work:

- Poisoning DamageType is only available in OSM Aventure. (may need a special Poisoning Mutator to implement in other gametypes)


+---=====---=====---+
 OSMT v0.971b - 5/8/06
(supplemental update)
+---=====---=====---+

NavigationPoints added:

 PortableSpawnPoint : Made to be attached to Movers, although it's use as a NavPoint or CreatureFactory SpawnPoint is limited.

What works:

- Minor fix to ThingFactory association with SpawnPoints. (now allow all 16 points)
- Fixed bug in OSMObjectiveManager that only an AIScript if it were in the first Objective cutscene.
- Fixed bug in OSMObjectiveManager that caused non-linear objectives to register a death from previous a DeathScene as a death during current cutscene.
- Fixed bug in OSMObjectiveManager that checked for death during cutscene even if no cutscene were specified that Objective.
- Fixed bug in OSMObjectiveManager that incorrectly toggled off old playerstarts if no Objective.PlayerStartTag was specified.

What doesn't work:

- Krall and Skaarj may keep their shorter collision cylinder height if interupted during a crouch.


+---=====---=====---+
 OSMT v0.97b - 5/5/06
+---=====---=====---+

DamageTypes added:

 Poisoned : The continuing damage caused by being poisoned.
 Burning : Like Burned, but set to bFlaming true for more accurrate death effects.

Miscellaneous Actors added:

 Poison : An Inventory class that causes continuous damage.  If successive poison is taken, the more damaging poison takes priority.
 PoisonTrigger : Causes the Instigator to become poisoned, able to set DamagePerSecond and a PoisonTimelimit.
 PoisonPickup : Causes the player to become poisoned, able to set DamagePerSecond and a PoisonTimelimit.
 Antedote : Cures the player of all poison.

Features added:

- ScriptedMonsters now use a simple Pickup array to specify GoodieDrop items, instead of a struct array with just one element.
- CreatureFactories now include a GoodieDrop array to specify pickups the spawned creatures will drop when dead.

What works:

- SkaarjProjectiles are now assigned the appropriate DamageType for death messages, etc. (fixes bug in stock code)
- bDelayedPatrol is now enabled and holds Patroling creatures at their placed location until they are triggered.
- Players fully gibbed by a DamageType that always gibs (trap Movers set to a lot of EncroachDamage) will properly center a DeathScenes.
- OSMObjectiveManager.DefaultEquipment is now a string array to allow mappers to specify any inventory including "hidden" items, using "package.class" format.

What doesn't work:

- The poison damage pain HUDOverlay indicator should be on all sides, not just lower left.  It should also be green, not red.
- Some unknown conditions using pickups seem to cause the player pickup notification messages to stop displaying.


+---=====---=====---+
 OSMT v0.961b - 5/2/06
(supplemental update)
+---=====---=====---+

Features added:

- OSMObjectiveManager now enables the SceneManager.PlayerScriptTag to run AIScripts on Player Pawns during cutscenes. (fixes bug from stock code)

What doesn't work:

- Gibbing the player causes the DeathScene to default to it's original location.
- The bDelayedPatrol property was not enabled.


+---=====---=====---+
 OSMT v0.96b - 4/28/06
+---=====---=====---+

Game-Related Actors added:

 OSMMutator

Textures added:

 OSMTex.YouDied : Can be used for a DeathScene overlay.

Miscellaneous Actors added:

 ExclusionTrigger
 RandomTrigger
 TeamVehicleFactory
 VariableTimedMover

Features added:

- OSMObjectiveManager now also enables a mapper-specified DeathScene matinee to be played upon players death, which will center on the player corpse.
- OSMObjectiveManager now able to set the player's default Character, Name and Equipment (weapons).
- ScriptedMonster now includes a GoodieDrop property to set pickups that will drop when the creature is killed.
- Warlord now includes a bTacticalTeleporting property which enables teleporting at will. (True by default)
- Removed unnecessary Objective.CutSceneLength properties from OSMObjectiveManager, now automatically taken from SceneManager.

What works:

- Krall Strike attacks fixed.
- Warlord Mutilating state now ends with AlarmTag behavior, if set, once player is detected.

What doesn't work:

- Weapon list available to set default equipment on OSMObjectiveManager does not include "hidden" items like ShieldGun, Translauncher & LightningGun.
- Default Weapon initially used by player is determined by player weapon preferences or character profile, can't be set in map.
- DeathScenes have a locked camera distance from the player corpse and will not follow the distance from LookTarget set up in the DeathScene matinee.
- "In progress" Adrenaline combos are disabled upon start of a matinee.


+---=====---=====---+
 OSMT v0.95b - 4/19/06
+---=====---=====---+

Game-Related Actors added:

 OSMObjectiveManager
 OSMObjectiveTrigger

Features added:

- OSMObjectiveManager handles PlayerStart toggling, Intro Matinee CutScenes, intermediate CutScene triggering and other advanced options.  Its use is detailed in the Manual.
- OSM games now omit the menu option to start the match with translocators.  If a mapper wants to include them in an OSM map, simply add a WeaponBase to spawn the PowerUp "Transpickup".

What works:

- Flies may be prevented from "floating" after death now.
- Monster Kills count as kills in player stats during OSM matches.  Weapon stats recorded.
- Kills by monsters no longer count as suicides in player stats.

What doesn't work:

- Krall Strike attacks aren't registering hits or sound.


+---=====---=====---+
 OSMT v0.943b - 4/11/6
(supplemental update)
+---=====---=====---+

What works:

- Fixed critical bug to re-enable MaxLives and MonsterAdjustSkill.

What doesn't work:

- Flies sometimes "float" after death.
- No player weapon stats are recorded for Monster Kills.
- Monsters still able to move pickups if spawned on top of them.


+---=====---=====---+
 OSMT v0.942b - 4/10/6
(supplemental update)
+---=====---=====---+

What works:

- Spectating disabled from menu system.


+---=====---=====---+
 OSMT v0.941b - 4/10/6
(supplemental update)
+---=====---=====---+

What works:

- OSM per monster kill scores enabled.
- Monsters should now be prevented from moving pickups and gameobjects that spawn on top of them.

What doesn't work:

- BUG: MaxLives disabled, MonsterAdjustSkill disabled.


+---=====---=====---+
 OSMT v0.94b - 4/8/6
+---=====---=====---+

ScriptedMonsters added:

 SmartSkaarjAssassin
 SmartSkaarjLord

Features added:

- All Skaarj properties adjusted to match old UT values.  Damage, Health, Skill, Aggressiveness, CombatStyle, SoundPitch effected.
- Added Lunge melee attack for all Skaarj.
- Set SmartFly to have green blood and gibs.
- Adrenaline Awards for monster kills in OSM Aventure, based on relative toughness.
- Included instructions in the Manual to set up progressive PlayerStarts per objective in OSM maps.

What works:

- Monsters will attack each other if provoked, not already engaged in combat and the other is not bIsBoss.
- Enabled configurable damage settings for all monsters.  Also enables unique damage settings per sub-species.
- Added GibScale for better control of gib size per monster. (Solves HUGE gib problems)
- NaliCow "jitters" might be fixed now.
- Adjusted Warlord flying death "final shot" projectile spawn location.
- OSM Adventure config menu cleaned up. (Spectate button and Bot Config tab remain, however)

What doesn't work:

- Monsters can move pickups that spawn on top of them. (some preventative measures taken already, but can still happen)
- Monster kills always count as 1 frag score.


+---=====---=====---+
 OSMT v0.93b - 3/19/6
+---=====---=====---+

Game-Related Actors added:

 OSMEndGameTrigger
 OSMGameReplicationInfo

ScriptedActions added:

 ACTION_SetOrders

Features added:

- New ScriptedAction ACTION_SetOrders allows a ScriptedSequence to set the Orders, OrderTag and AlarmTag of a ScriptedMonster.

What works:

- Finally fixed Fly navigation problems during AngryHive state.
- Prevent various Krall activities (Orders, Animations, etc.) when legless.
- GiantGasbagBelch includes a bigger rumbling ambient sound and a larger particle spread.
- Fixed TriggerAlarm & AlarmPaused state "waiting" and "docile" bugs.
- Enabled "bonus" Skill levels for GiantGasbag and Warlord.
- Enabled Acquisition state in all relevant conditions. ( varies reaction times based on Skill level )
- Allow Skill and Intelligence to affect LoseEnemyCheckTime, so "better" monsters don't give up so quickly while Hunting.
- Minor tweak to gib sizes to try and prevent the gigantic gibs from appearing on larger creatures.
- SpawnPoints are now associated to Thing and CreatureFactories by their Tag, not Name.
- Fixed Dummy Pawns allowing rocket launcher lock.
- Separated texture file as OSMTex.utx for access to OSMGame screenshot.

What doesn't work:

- NaliCow is a little conflicted around Players now. ( jitters a bit )
- Perhaps the GiantGasbagBelch attributes are effecting normal GasbagBelch's?  Same problem as EliteKrallAmmo affecting KrallAmmo?


+---=====---=====---+
 OSMT v0.92b - 3/6/6
+---=====---=====---+

Game-Related Actors added:

 OSMGame
 OSMDeathMessage

ScriptedMonster Orders added:

 Waiting : (default) Wander or Camp nearby the placed spot until an Enemy is detected.  Attack and freely roam afterwards.
 Ambushing : Travel to an AmbushPoint (or spawn at one at map start) whose Tag matches OrderTag, wait for an Enemy, then Attack.  Find another AmbushPoint after combat and wait again.
 Guarding : Guard an actor whose Tag matches OrderTag.  They will remain near and return to their placed spot after combat.
 Patroling : Travel from one PatrolPoint (or spawn at one at map start) whose Tag matches OrderTag to the NextPatrol in a series, leave for combat and return to patrol after combat.

ScriptedMonster Non-Order states added:

 Acquisition
 Attacking
 Retreating
 TriggerAlarm
 AlarmPaused
 Threatening
 Greeting

NavigationPoints added:

 AlertPoint
 AmbushPoint
 GuardPoint (automatically placed by Controller code)
 HomeBase
 PatrolPoint
 SpawnPoint

Features added:

- Added foundation for custom gametype "OSM Adventure".  Availble if "OSM-MapName" is found. (OSMT.OSMGame)
- Enabled Monster AlarmTag, Intelligence and AttitudeToPlayer properties.
- Chose individual animations for Threatening, Greeting and Challenging on some monsters with higher intelligence.
- Enabled unique Monster sound pitch during various sounds, based on DrawScale.
- Monsters now may stop and PlayVictory animation instead of continuing to attack a dead Enemy.
- Krall bDiceGames behavior added with new dice particle texture and dice game animations enabled.
- Enabled Krall HeadHit animation.
- Mantas given better pitch control, now able to dive and lift quicker.
- Enabled NaliCow properties.
- Varied Warlord rocket firing angle to prevent a "sweet spot" for the Enemy.
- Custom icon textures for AlertPoint, AmbushPoint, HomeBase and PatrolPoint.
- OSMT_Manual included with OSMT_ReadMe and this file.

What works:

- Corrected many property settings to match original monsters. (Mass, Health, Collision size, etc.)
- Fixed slow reaction times to Enemy while in RestFormation (Waiting, wandering).
- Fixed random focalpoint location while in RestFormation (was always near map origin).
- Fixed default ScriptedMonsterController state & made "Waiting" default ScriptedMonster Orders.
- Fixed Patroling bFixedStart false to move the monster to the nearest PatrolPoint at map start.
- Fixed Patroling to stop at PatrolPoint, whether PatrolAnim is specified or not.
- Fixed most Monster "sliding" during Rest behaviors (now walking slowly)
- Disabled generic ("human") pain sounds on mover hit, replaced by Monster TakeHit sound.
- Fixed Brute charging to always end with an attack, if Enemy is still visible.
- Fixed Krall and Skaarj movement during WalkFire/JogFire animations (to walking speed) from previous version.
- Fixed Skaarj movement and take hit animations. (left and right were reversed)
- Fixed Krall transitional animation "T3" (twirling) to work with "WalkF', melee attacks and "Shoot1".
- Fixed Krall and Skaarj crouching from previous version. (should get up after a short time)
- Fixed chance for Krall "look" animation during Idle behavior from previous version.
- Fixed Warlord, Skaarj and Krall projectile spawn locations for various combat animations.
- Fixed NaliCow "aggression", made docile.
- Disabled NaliCow poop momentum transfer.

What doesn't work:

- OSM Adventure gametype needs a lot of work. (default end game matinee from POV of corpse, scoreboard, HUD, GUI, etc.)
- Patroling monsters may not play their PatrolSound the required number of times per PatrolAnim.
- Monsters attack each other quite often. (maybe more than they should)
- ScriptedMonster Pawns may stay in StartUp state unless an individual state is used. (not critical, just annoying)
- bDicePlayer Krall can have problems on an uneven game floor. (dice may roll away, players may have a hard time finding their seat)
- Crouched Krall and Skaarj "slide" a little, as they do not have crouched movement anims.
- RestFormation (wandering) monsters may still have problems avoiding FearSpots.


+---=====---=====---+
 OSMT v0.91b - 2/21/6
+---=====---=====---+

Features added:

- SmartGiantGasbag has an added individual state to recover child SmartGasbags with Grab animation. ( "gulp" )
- SmartGasbag starts map with a proper animation loop.
- Enabled WalkFire attack for Krall with added "walk twirl" animation.
- Enabled GutHit and StillLook animations for Brutes.
- Enabled Manta landings, takeoffs and Waiting animation while landed.
- Enabled HeadUp, HairFlip and Stretch animations for Skaarj.
- Enabled Krall and Skaarj crouching.
- Added individual states "Sleeping" and "Charging" for Brutes.
- Added an individual state "Feeding" for Pupae with tear and pick animations.
- Added a strategic "Teleport" state for Warlords.

What works:

- Improved SmartGiantGasbag behavior when spitting out child SmartGasbags. ( strafe move, add velocity to child )
- Fixed SmartFly bAngryHive navigation AI from previous version.
- Improved Manta flying animation timing ( no more freezing ).
- Disabled generic ("human") grunt sounds when jumping, etc. (still audible on mover crush)
- Fixed SkaarjBerserker skin from previous version. ( some one-sided skinning on hair )
- Fixed freezing Warlord flying animation from previous version. (but had to remove TakeOff animation to do it)

What doesn't work:

- No Warlord TakeOff animation.
- Krall movement during "shoot2" (walkfire) is problematic.


+---=====---=====---+
 OSMT v0.9b - 2/17/6
+---=====---=====---+

ScriptedMonsters added:
  SmartFly
  SmartGasbag
    SmartGiantGasbag
  SmartManta
    SmartCaveManta
    SmartGiantManta
  SmartPupae

Features added:

- Monsters support flaming gibs and blood trails.
- Monsters stop gibbing, if already gibbed. (It happened on Movers often)
- Monsters actually avoid FearSpots while Wandering.
- SmartFly has ground attacks, implemented takeoff, landing and walking behaviors, and added buzzing sounds pitch variation.
- SmartFly has an added individual Order, "Prone", which will set them on the ground and still at map start.
- SmartFly has an added property bAngryHive which makes the Fly alert the hive (any other Fly with a matching Tag and without an Enemy) to attack when hurt.
- More sounds enabled during Pupae and Manta animations.
- Improved projectile spawn location on Gasbag, Brute, Skaarj, Krall, Warlord.
- Enabled headshot death anims on Krall and Skaarj.
- Enabled "Gutshot" close range attack for Brutes.
- Enabled "WalkFire" attack for Brutes and Warlord.
- Enabled "Twirl" alternate idle animation for Warlord.
- If killed while flying, SmartWarlords may dramatically fall to the ground and fire one last shot at their enemy.

What works:

- Fixed skin on SmartKrall, SmartNaliCow from previous version.

What doesn't work:

- Warlord TakeOff animation improperly implemented. (freezes)


+---=====---=====---+
 OSMT v0.8a - 2/4/6
+---=====---=====---+

ScriptedMonsters available:
  SmartBrute
      SmartBehemoth
      SmartLesserBrute
  SmartKrall
      SmartEliteKrall
  SmartNaliCow
  SmartSkaarj
      SmartIceSkaarj
      SmartSkaarjBerserker
      SmartSkaarjScout
  SmartWarlord

Keypoints available:
  ThingFactory
      CreatureFactory

NavigationPoints available:
  SpawnPoint

ScriptedActions available:
  ACTION_SpawnMonster
  ACTION_PossessPawn
  ACTION_Monsterize
  ACTION_IfMonsterSeesEnemy
  ACTION_DummyReset

Pawns available:
  Dummy

What works:

- Many miscellaneous settings and code improvements. (gibbing, sounds, animations, etc.)
- Able to place any ScriptedMonster in any gametype without throwing off team balance.
- Disabled Invasion monster's "teleport" code.
- Most individual monster features found on the wiki are supported (excluding Krall dice games).
- ScriptedMonster -> StartingAnim allows setting of initial animation.
- Different fire projectiles for various Brutes. (LesserBrute = EliteKrallAmmo & Behemoth = SkaarjAmmo)

What doesn't work:

- NaliCow is still technically aggressive, although harmless.
- Warlord that is in state Mutilating will "snap" to Rotation toward first seen player to taunt and attack.
- Most ScriptedMonsterController states still inoperable. (some, like "attacking", have a quick fix currently in place.)
- The reaction times on default monsters is a bit lame. (that's just the result of the default state I put the controller in, I will fix later)
- Several other NavPoints included in the package are coded, but not used by the ScriptedMonsterControllers yet. (like PatrolPoint, AmbushPoint, etc.)
- The DrawScale settings *will* be used to reset the collisionsizes, etc., but that's not implemented yet.  (neither is the DrawScale stuff for CreatureFactories)
- Thing factories set to PlayerOnly activation are still activated by other pawns.
- ThingFactory set to TimeDistribution DIST_Gaussian isn't a true Gaussian time distribution yet. (just a simple Sine distribution)
