This is a tutorial document made by MilesT3hR4t, Creator of this mod. 

I have written this in order to explain best use of the contents by chapter

Ch 1 The zero Point Gravity Well Launcher
Ch 2 Double size Bunker Modules
Ch 3 how to make special glows
Ch 4 The Concrete Bomb
Ch 5 why is X commented out, and what does it do.


Ch 1 The zero point Gravity Well Launcher

I created this weapon for the first mod making contest, hosted by Duh a month or so ago.
Flavor text wise, it shoots a highly charged particle that turns into a black hole on impact.

Function wise its a Gibable AEmitter (emitting the trail, which is harmless)
It gibs into another AEmitter that Emits negative mass partaticles in a 360 degree area.
The result is it pulls EVERYTHING to it. If something hits THIS Aemitter, it explodes.
It explodes with a HUGE number of the same negative mass particles.

For best use, Aim for the torso of an actor, or possibly the feet. In B22 aiming for 
the cieling would provide sufficient lift to pick up most actors, but something changed at B23
changed that, and I've been to lazy to fix it, because any attempts I've made to make it lift,
instead shred actors.

For best use on rockets, Aim for the engines, and it will pull the engine to the side, making
it fly horizontally, which will thus make it crash. Alternatively if you catch it with the doors
open, you can attempt to shoot the 'inside' of the rocket. it actually unhinges the rocket doors
which also can make it blow up. this doesn't allways work though.

For Dropships, its sort of specific. Dropship MK 1 Aim for the space between the engine and
the dropship body itself. it can pull them together, breaking the connections, so that the 
engine flys off, OR it can even smash them together making one, or both simply explode. This
however is quite rare. For Dummy dropships you are best to aim for the TOP of the dropship and 
fire multiple times. it has a signifigantly fast reload time, so this is fine. 

For Dreadnoughts, it depends how good you are. If your good at aiming, Aim for the space between
its body (near feet) and the turret part. It will make the two halves crush together. sadly, 
this is a 2 x 4 pixel space that it will work on and thats a pain to hit with FEET IN THE WAY.
The other way is to aim for the gun, and then above at the orange turret case. it can dissarm
the dreadnought, and even cause it to fall appart, and rarely, it will destroy your shots,
making them explode, the result is that the dreadnought will IMPLODE.

WARNING! Do not use on brains, it does not work. it will only work if it explodes at point
blank range. 




Ch 2 : the Double Sized modules.

The doulbe sized bunker modules are a little tricky at first, since it consists of 2 vertical 
and 2 horizontal halves, and then 4 corners. its obvious how to make vertical shafts, but 
corners are a pain. OR ARE THEY!?

Actually, lets say your making a lower left corner, you would place a left side vertical piece,
a NORMAL SIZED Double thick Left bottom corner, a Double Sized Horizontal bottom, to make an 
L shape|_ actually. Then you grab your genaric fill from Bunker Bits, and fill the 1 square 
from the corner piece, and fill max size the last 1/4 of the double sized square. you then
add the appropriate corner piece to the top right, to line up with the vertical space above it.
and thats how you make a double size to double size corner. 

You can also mix and match with full size!

Do the same BUT instead of using a full space Fill from bunker bits, replace it with a single
vertical double sized side, so that you have a double wide part, then you place your STANDARD
size piece in line with those 4, and ADD your corner connecting this double size to single size.

you know those Test missions I made that are commented out? They don't have any mission script
but test Mission 2 includes a few pre-made examples of this. for the moment you could call them
a bunch of 'study pieces' for how to build double-size bunkers. normal size bunkers, and dual-
-size bunkers. 


Ch 3: Special Glows.

You probably noticed that the glows for the ZPGW Launcher are different from the mod making 
contest release. thats because I made a new glow. I'm still experimenting with it myself, but
I'm willing to share my secret. 

Step 1 make a glow as normal.
Step 2 Include the glow with a particle or whatever
Step 3 GLOW STRENGTH = -1

Thats right, its a negative glow. It still counts black as not being there.

The way glows work is that it adds the glow color ON TOP OF the terrain, the Background, sky, 
clouds, etc. Negative numbers work wierd. on the background layer, its 32 bit, and subtracts
the value in the glow, so white appears to be black, but black still does nothing. This means
a solid white square map-size, as a negative glow, makes the SKY and back ground look black,
or at least darker. HOWEVER!

Anything like Clouds, Terrain, ANY MOs, instead are 256 color and in pallet. Because not all
the colors exist, it finds the 'opposite collor' in pallet. Green ends up looking blue, blue
ends up white, some browns end up RED, some yellows end up green. the result is you have an
UNPREDICTABLE result when you use this. you could probably figure it out exactly if you 
imported the CC Pallet into photoshop and started messing with multiply and burn tools. but
I haven't taken the time to do the EXACTS. 

The glow I used in my ZPGW Launcher is actually GREYSCALE. Yeah, so all those collors you see
the blues in the bunker modules are from the bunker module, those hidious pinks and reds and
greens? those are relative to what they appear on. Also Glow can only go to 100% bright, after
that it starts applying the glows to the glows. which means if the color changed, it will
change again. thats right, if you added -0.1 glow strenght with a solid white glow, every frame
untill you hit -256 glow strenth, you will cycle through the CC Pallet. this is like cyling 
through RGB, except that its the CC Pallet, and the collors are in no particular order. 

I included multiple other glows for you all to fuck with, the pink actually looks nice at about
-0.8 the rest I can't speak for. 


Ch 4 The Concrete Bomb

WARNINGS

Do not use more than one at a time
Does not always work
Can kill you
Sometimes it works too well
Do not use out doors


Ch 5 why is X commented out, and what does it do.

The test missions are commented out because they are not finished

The WALLS are Deployable Pinned MOSR walls. they can absorb +600 bullets, BUT they are buggy.
There are 2 versions, 1 for facing left, and 1 for facing right. In a later build of this mod
they will be re-enabled as a Held Device that deploys them, and snaps them to fit. 

The Activities contain a commented out section. 

They are commented out because they are retardedly strong, I would not suggest enabling them.