Reactor Shots
=============
by Wormbo
Homepage: http://www.koehler-homepage.de/Wormbo/
Forum:    http://www.unrealadmin.org/forums/forumdisplay.php?f=167


Description
-----------
So your team is busy taking back that primary node and a single player managed
to snug up to your core, but nobody is there to take care of him or her?
How about letting the core take care of the problem on its own?

This mutator adds a defensive weapon system to the power core in Onslaught, and
optionally also to power nodes, similar to that of the reactors in Descent and
Descent 2. Whenever an enemy player comes into its range and the core or node
is not shielded, it will start shooting at the enemy. In fact, it will fire at
most enemy players in range at the same time.


Installation
------------
Extract the files to the UT2004\System directory and you're ready to go.
If you want to support demo recording, you should add ReactorShots to your
ServerPackages list.

To enable it on a server, you have two options:

- Add the mutator, e.g. via ?mutator=ReactorShots.MutReactorShots
  (This will stop your server from being "white-listed".)
  
- Add a ServerActors entry for "ReactorShots.ReactorShots" and/or
  "ReactorShots.NodeShots". The former adds the reactor weapon to the core, the
  latter to nodes. (This will not affect your server's white-listing status.)


Mapping Support
---------------
The aforementioned ServerActors can also be placed directly in a map. They can
both be found under Actor >> Info after loading ReactorShots.u in the browser.
You only need to add one instance of each class to enable the corresponding
feature for all nodes and cores respectively.

Feel free to "myLevel" the package. The mod is designed to work properly with
any combination of mapper-placed, mutator-activated and ServerActors-activated
instances. In any case there should only ever be at most one weapon attached to
each core or node.

