---------------------------------------------
INSTALLATION
---------------------------------------------

Unzip the .dll and .u files to your \Unreal\System directory.
Unzip the .unr files to your \Unreal\Maps directory.
Run one of the sample maps by double clicking from either the zip window, or your \Unreal\Maps directory.

---------------------------------------------
CREDITS
---------------------------------------------

Code:
c0mpi1e

Maps:
SnowedIn: Necrophobic
Hail: Necrophobic architecture, Twinsen effects
lostinspace: Necrophobic
Map: Necrophobic
Sparky: CyberArtist
Waterfall: CyberArtist
LavaTest:Twinsen

CrappyOneRoomEmptyTestMapsFromSomeoneWhoHasNoClueHowToMap: c0mpi1e :)

Textures:
CyberArtist
Molo
Twinsen

---------------------------------------------
LICENSE
---------------------------------------------

You are free to use and distribute the files contained
on this archive for any non commercial purposes.  This
archive contains a Particle System API for the game
Unreal, copyright 1998-1999 Epic Games, inc.  Use of 
this archive requires the ownership of a full
version of Unreal.  You must also follow any and all 
regulations provided in the license agreement distributed
with Unreal.

The files on this archive are distributed as is, free of 
warranty.  Outhouse productions and any members there of, 
are not responsible for any damages that may be caused 
by the installation, running, and uninstallation of this 
archive. 

Full use of the Particle System is granted to mod author
provided that:
a) Full Credit is given.
b) None of the original files are modified (Weather.u, Weather.dll).
c) Distribution must contain the latest version of the Particle System
   which can be located on: http://www.planetunreal.com/unloaded.





=================================================
UPDATES 7/17/99
=================================================

GENERATOR VARIABLES:

o bRunInEditor			-If true, when the joystick button is pressed, the generator will 
				generate particles.  The particles will also behave appropriately
				as if in the game.  However, any HitWall/HitActor flags/destroys 
				won't get registered, so make sure you have a life time set.  
				Particularly useful for effects like fire.  Set to false by default.

o ParticleSkin			-The skin the particles will use.  Works only for meshes.


PARTICLES:

Moved trail spawning into native tick, increased speed and accuracy, and also got rid of bouncing
bug where the trails wouldn't stay attached to the particles.



=================================================
UPDATES 7/16/99
=================================================


GENERATOR VARIABLES:

o bPaused			-If true, the generator will start out paused, can be turned on
				via a trigger.
o ParticleDrawStyle		-DrawStyle of the created Particle

o ParticleTrailSize		-The size of the trail (or tail) that the particle leaves
				behind, the larger the number the larger the trail (0..255).
				If 0, then disregarded.

o ParticleCollisionRadius	-self explanatory
o ParticleCollisionHeight	-self explanatory

o ParticleBounceEffect		-Effect to be spawned when the particle bounces off of something



WINDZONE VARIABLES:

o AmbientWindVelocities		-If there will be more than one velocities in the zone,
				the final wind computed will be the sum of all the AmbientWindVelocities
				plus the WindVelocity (gotten through WindType)


o general bug fixes as well



=================================================
UPDATES 7/15/99
=================================================


GENERATOR VARIABLES:


o PauseDistance			-If the distance between the player and the generator
				is greater than this, the generator will pause.  If
				0, then is disregarded.

o bPlayerLookingOnly		-If set to true, generator will only generate particles
				when the generator is in the field of view of the player.

o bConfineToZone		-Particles will be destroyed if they exit the zone.


o ParticleHitWall/HitActor/Bounce 
				-Sounds that will occur when the particle performs the 
				specified action.

o bLeaveTrail			-Particles will leave a small trail behind them that fades
				out after a bit.  Will have more control in next version.

o bParticleUseZoneWind		-If set to true, the particle will get wind information
				from the current WindZone (if inside one).  If false, 
				wind data will be taken from ParticleWindVelocity in the
				Generator class.

o ParticleMass			-A float from 0 to 255, the larger the number, the less
				the particle will be affected by wind.




WINDZONE VARIABLES

o WindType			-Type of wind velocity to create when triggered.  Random
				Direction chooses a random direction, and then creates
				the wind vector with VelocityMagnitude as the magnitude.
				RandomDirectionInterval, creates a velocity with a random 
				direction between the intervals MinVelocityInterval and
				MaxVelocityInterval.  Fluctuating has not been implemented
				yet.

o VelocityMagnitude		-Used in RandomDireaction and RandomDirection WindType's. 
				Specifies the magnitude of the generated velocity vector.



PARTICLE VARIABLES

Lots of stuff added, mostly mirrored in Generator.