		=========================
		     [ T P a t c h ]
		=========================
		Teamplay Patch for Unreal
		=---------v1.0----------=

===========
Discription
===========
   Basically, TPatch is an Unreal mod that contains teamplay 
sensitive classes and items. Currently there is only one 
TPatch item in the mod, but more will be added as I come up
with them.

   The idea is that when you're playing a 'Team Game' or some
kind of CTF mod, you can identify which team a player using a
shield belt is on. Now I don't think I need to point out how
important this could be - especially if playing a CTF mod - but
I will anyway :)

   Picture this... you're standing guard at your flag and a shiny
yellow guy stroles into the room. Ok, you know that there are
only two teams, Red and Blue, so he could be on either one. You'd
shoot him (just to be safe) but Team Damage is on and you might 
end up wasting a team mate returning for some ammo. 

   You decide to leave the guy alone to see what he does. He just
goes around the room collecting weapons & ammo, and finally stands
guard next to you. That was a close one. At this point another
shiny Yellow guy runs in. He too runs around getting ammo, then 
leaves. While you were whatching the 2nd Yellow guy, the 1st one 
has pinched the flag and is 1/2 way out the room. Doh! This wouldn't
have happened if the map used TShieldBelt. ;)


============
Installation
============
   Extract "TPatch.u" to the Unreal\System directory, and 
"TShieldBelt.utx" to the Unreal\Textures directory. Then 
run a map that uses the patch. 

   I've patched all the original Unreal maps that contain 
normal shield belts so that they use the 'Team Sensitive' 
TShieldBelt, you should be able to get them from where you
downloaded this mod - they're about 2.3M zipped.

   The TShieldBelt item will detect when the game type is 
*NOT* a DM or Single Player type game, and the colour of the 
Shield will be team sensitive. If the game is a DM or single 
player type game then TShieldBelt will behave just like the 
origional ShieldBelt item and the shield colour will be Yellow. 


============
TPatch Items
============
   There is only 1 item at the moment, but more will be added
as soon as they are created. 

-------------------
TShieldBelt. (v1.0)
-------------------
Expands: Pickup
Author: Ob1-Kenobi[T.A]	

   This code is a modified version of the 'SheildBelt' class
  which changes the shield's colour to the Team colour of the 
  player who picks it up. For Example, if the player were on
  Red team, the colour of the Shield would be red, if on Blue
  then the Shield would be blue. If the player is on a team 
  assigned a name other than Red, Blue, Green, or Yellow (i.e.
  if the skin name is other than "t_red", "t_blue", "t_green" 
  or "t_yellow") the Shield colour is defaulted to Grey.

  To use this class you need "TShieldBelt.UTX" in your 
  Unreal\Textures folder so that the correct skins are displayed.
  Also make sure that the Inventory->PickupMessage is set to 
  'You got the Shield Belt' when using it in your maps. The item
  defaults to 'You got the ShieldBelt' so you only need to add a
  space between the 'Shield' and the 'Belt' part. If you leave it
  as the default message, for some reason you get a 'Nabbed an item'
  message instead of the actual default PickupMessage - not sure why.

NOTE: Try to resist the temptation to mess about with "TShiedlBelt.utx".
     That is, don't delete then re-import any of textures within it 
     otherwise older maps patched with it will not be able to find the
     correct texures, and will fail to load. You can export and mess 
     with the textures within it just don't modify and save the utx file,
     or some maps wont work.


============================
Using a TPatch Item in a map
============================
   I encourage anyone making a map to use any of the 'Team sensitive'
items in this mod instead of their Unreal origionals. This will enable
anyone playing a Team type game to identify other team members without
any problems. 

   To use, load up UnrealEd with the map you want to use the item with.
Then select 'Classes' in the object browser, click on 'Load' and open
"TPatch.u". Find the TPatch item you want to use and place it where you
want. If you get a 'Can't find texture error' or something, you'll have
to load the items texture package in the texture browser and save it with
the map so that its loaded when the map is run. e.g. If you used TShieldBelt
you'll have to load "TShieldBelt.utx" in the texture browser as well.

   When you add TShieldBelt to a map make sure that its Inventory->PickupMessage
is set to 'You got the Shield Belt' when using it in your maps. The item
defaults to 'You got the ShieldBelt' so you only need to add a space between 
the 'Shield' and the 'Belt' part. If you leave it as the default message, for 
some reason you get a 'Nabbed an item' message instead of the actual default 
PickupMessage - not sure why.


=====================================
Using a TPatch class with another mod
=====================================
   I also encourage mod creators to use any of the code in TPatch if it
helps them make a 'Team Friedlier' mod. CTF mod creators should find it
especially useful. If you do use it though, make sure that the default
properties are identicle to the Unreal 'ShieldBelt' class so that is acts
the same as the origional (you may have to make the 'PickupMessage' property
of the item in a map different to default 'PickupMessage' property in the 
class, or you may keep getting a 'Nabbed an item' message when the item is
collected).


================
Stuff to come...
================
* A TPatch game type.
* A more visual team scoreboard.
* Any other stuff I can come up with.

---
Well that about covers everything. Enjoy!

Ob1-Kenobi[T.A]	

ob1.kenobi@mailexcite.com
---