Monster Madness 201 - released 1 jun 2000

This mutator was the idea of Corey James. It adds monsters from Unreal Single Player to any
gametype. Killing them will give you a frag, killing a Titan or a Warlord will give you 3 frags
because they are so much harder to kill (a Queen that hasn't been hurt yet can get a full
redeemer blast and live through it!)

The configuration of this mutator can be done in two ways. The first one is the easiest by far,
and that is by using the Mod menu. There you can set the initial number of monsters, what
monsters to use, and you can set the respawn and progress options, explaned below. The monsters
are grouped in four groups: big, medium, small and Skaarj. This is much easier to configure,
but doesn't give you full control over what monsters to use.

By editing the MonsterMadness.ini file in UT's System directory, you do have that control. Here
you can set each monster individually. Be aware that when you use the mod menu for configuring,
your MonsterMadness.ini will be overwritten.

If you set all monster types to 'False', only Brutes will be used. The BigMonsters array is used
for two purposes. You'll get more frags for a monster that is listed as a BigMonster, and the
monsters in that list will appear less often than the other monsters.

When bNoRespawn is set to true, monsters won't respawn until you switch levels. When the
bProgressLevel variable is set to true, monsters won't respawn as well (no matter the value
of bNoRespawn) and you'll go to the next level when all monsters are killed.

I had to change the behaviour of one of the monsters: the Giant Gasbag. This qute little baby
(NOT!) spawns a small Gasbag. This interfered with the internal structure of Monster Madness,
so I had to remove that part.

There is one issue that I'm aware of:

      * Accessed Nones appear in the logs. My guess is that they appear because Unreal
        Tournament at some point assumes that all the pawns running around are PlayerPawns or
	Bots, but the monsters aren't any of those two.
      * When you're killed by a monster it is logged in ngStats as a suicide. This is caused
        by the above assumption.

Greetz,
MeltDown - meltdown@thirdtower.com

==========================================================================================
Requirements: Unreal Tournament version 413 or above
Homepage: http://www.planetunreal.com/unrealtower
==========================================================================================

History:

	--------------------

Version 201:

- Added the Mod menu configuration window.

	--------------------

Version 200:

- Added loads of monsters. There are now over 20 of them!
- Added the bNoRespawn and bProgressLevel vars, both explained above
- Removed the UWindow configuration. It was just too much work to implement this for the
  large number of monsters, and some people are really waiting for this mod to come out. Well,
  I've included the MonsterMadness.ini file, which is quite self-explaining.
- Added the BigMonsters array, which is explained above.
- I'm not sure if this mod will work in any version < 413. It is recommended to upgrade to
  UT 413 anyway, since this really improves the bot <-> monster interaction.

	--------------------

Version 110:

- This one works with UT 400-413. Fixed a bug where no monsters would spawn in version 413.

	--------------------

Version 100:

Initial release
