||=========================================================||
||      Teta Bonita's NUCLEAR APOCALYPSE VARIETY PACK      ||
||			version 0.2			   ||
||		by Teta_Bonita and friends		   ||
||=========================================================||


WARNING: AIM AWAY FROM FACE


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Installation:
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Just extract to your steam/sourcemods/gmod9 folder.



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Changelog:
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0.2
-Made the pack generally more stable
-Fixed lag when guiding rockets with the Redeemer
-Fixed bugs regarding the airstrike and the Redeemer in multiplayer
-Fixed bug where the fallout and fireballs would dissapear if the yield was set to high
-Fixed bug where live npc's would become walking corpses after surviving a nuke
-Yield now affects everything to a greater degree, especially the mushroom cloud size.
-"Bloom" glow now increases in size in concordance with the yield
-You can now only have one missile in the air at a time
-Ragdolls are now charred along with live npc's
-Added new feature "cartossing" (extra push for phys objects)


0.1
-Initial Release



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Weapon Descriptions:
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Remote Nuclear Detonater:

Primary fire throws a nuclear bomb, secondary fire detonates it. Simple stuff.


Nuclear Airstrike:

Primary fire marks a location for a nuclear missile, and then launches it. Secondary fire does something special- I'll let you find our for yourself. 

Note: The airstrike should work in any map that has a sky or a high cieling. Unfortunately, it works rather poorly on gm_construct due to technical issues with that map.


"The Redeemer":

Remember that big missile chucking gun in Unreal Tournament? Well its back in garrysmod- only bigger. 
Primary fire launches a dumbfire rocket, secondary fire lets you guide the rocket yourself... Just like old days.



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Customizing:
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The NUCLEAR APOCALYPSE VARIETY PACK comes with many customizable features, which are accessable within the lua scripts themselves.  To modify these features, you will have to open up the .lua file you wan't to change with a text editor (preferablly one with lua syntax highlighting) and change the boolean or numerical values for the desired variable.
For example, let's say I wanted to change the yield of the redeemer to 100.  To do this I would go into the "gmod9/lua/weapons/Nuclear Apocalypse" folder and open "The Redeemer.lua".  Then I would find the line that says "yield = 10" at the very top (almost all of the variables that may be changed in these SWEPS are near the top) and replace the 10 with 100, simple as that. 

Opening up and editing scripts may be daunting the first time for those who are new to lua, but once you get the hang of it it becomes easy.

Here is a list of all the variables that can be changed: (note that some variables are not available in certain SWEPS)

yield	--modifies almost every value.  default = 10 units = about 0.5 kilotons = 1 gm_construct.  Values above 150 are not tested and will only make the mushroom cloud bigger. 

allowfires	--set to 1 to enable random fire spawning. setting this to zero will increase performance

allowigniting	--set to 1 to enable radius based entity igniting. setting this to zero will also increase performance

allowcharring	--set to 1 to enable corpse charring NOTE: As a temporary bugfix all humanoids caught in the char radius will always die, no matter what.

allowsmokerings	--set to 1 to enable the drawing of a smoke ring in the blast

lowFX	--set to 1 for a performance boost at the cost of some graphical quality

blastradius	--the size of the initial explosion

burnradius	--Anything caught in the burn radius gets buuurrrrnneeed! (except for players)  :D

charradius	--Corpses of humanoid NPCs in the char radius are replaced with models of charred corpses.
NOTE: As a temporary bugfix all humanoids caught in the char radius will always die, no matter what.

chardelay					--duration in seconds to roast corpses Note: this doesn't do anything as of this version.

allowcartossing --set to 1 to enable an extra push for phys objects.  Those giant red crates will now get tossed around like toys.

pushradius	--Phys objects in the push radius are sent flying.

pushtime 	--time in seconds to apply force to objects in the pushradius.  The higher it is, the farther they fly.  Only applies if allowcartossing is set to 1.

minmass	--the minimum mass of the objects to push.  only applies if cartossing is on.

RocketSpeed	--speed of the player guided rockets

allowindicators	--allow the drawing of red target indicators over npcs when using player guided rockets.

fireballradius	--NOT a visual effect- the fireball is an area near that epicenter that does massive dammage over a short period of time.

falloutradius	--Entities caught in the fall-out radius sustain moderate damage for a specific length of time.


In addition to the variables listed here, there are other changeable values such as delays for certain functions and mushroom cloud appearance multipliers.



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Credits:
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Credit goes to:

R3ality for making the original nuke script

Greve for his "remote controlled weapons" code

ROBO_DONUT for his pointgrav function

Spoco for help with the pointgrav function

$SLIMSWITCH$ for his custom version and also helping with the pointgrav function

Teta_Bonita for everything else

and Im Crimson for waiting patiently :-)




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Disclaimer: Teta_Bonita does not take responsibility for any computer melting, MingeBag owning, ballsack enlarging, or excessive feelings of masculinity this SWEP may cause.  Use at your own risk, and the risk of all persons within a fifteen mile radius of you.
