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		          MultiMessage 2.1.1
			Plug-in Documentation
               Plug-in design and Docs by [ARX]NecroMaster
                    arxfornax@planetstarsiege.com
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What is a MultiMessage Plug-in?
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A multiMessage plug-in is a basicly a tiny script file that tells
MultiMessage what messages to use for what messageing functions and
what sound (if any) to use with each message. This allows sound pack
designers and players to easily add their own special messages and
sounds to MultiMessage.

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How do I make a MultiMessage Plug-in?
=====================================
You can take a look at any of the sample plug-ins included with 
MultiMessage to see how this is really done. Basicly speaking each
message is assigned a catagory and a number within that catagory, the
catagory is then given a number that's equal to the total number of
messages in the catagory.

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***Example: this is copied from the rd sound packs plug-in.
------------------------------
$TeamDam::Total = 4;
$TeamDam::Message0 = "Watch where you're shooting!~wwshoot3";
$TeamDam::Message1 = "HEY!  What did I ever do to you?~wdotoyou";
$TeamDam::Message2 = "Watch it with that thing!~wwatchit";
$TeamDam::Message3 = "You're a step away from a boot call.~wpissme";

The catagory here is $TeamDam, these are the messages used when a
player is injured by his own team. Message number assignments HAVE
to start from zero and go up. Sounds are added to the text of the
message itself with a ~w before the sound file's name.

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***Example: In $TeamDam::Message3 we used the sound named pissme, to
use that sound we added ~wpissme directly to the text of the message
itself. 
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ALL catagories MUST be listed in a plug-in, whether you are useing them
or not. If you choose not to include changes to a catagory in your
plug-in just change the Total value to 0, this will cause  MultiMessage
to skip that section of your plug-in and use it's default messages
instead.

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Plug-in File Names
==================

Plug-in files have to have the same name as the sound pack for which
they were made for MultiMessage to detect them at runtime. By same
name I'm refering to the name they have when a player chooses their
voice set from the player configuration menu within tribes, NOT the
name of the volume the sound files are stored in. If you look in the
Kiln folder in your Tribes\config folder you'll see many plug-ins
that are included with MultiMessage, one default plug-in for each of
staderd voice sets that come with tribes and the RD/RuthlessD plug-in,
each of them is a perfect example of how to name you plug-in files.

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***Example: The default plug-in for the male1 voice set is named
male1.ms.cs
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Character specific plug-ins are named exactly the same way, accept
instead of being named after a voice set they have the same name as
the character they have been created for.
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Example: ArxFornax's message plug-in file name is ArxFornax.ms.cs
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Special Note: Character plug-ins override sound pack plug-ins, if
MultiMessage finds a character plug-in for your character AND a plug-in
that matches your voice set it will use the character plug-in.

All plug-in file names must end with .ms.cs for MultiMessage to
auto-detect them. The ms identifies the file as being a message script
file, the cs is used for all Tribes script files.

That's all there is! The only thing left to say is: please, if you make
a plug-in you'd like to share with community, email me a copy at the
Kiln. We're going to try and maintain a database of all the
MultiMessage plug-ins worth downloading on our site.

mailto: arxfornax@planetstarsiege.com
