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|	Zombies 2009 - Manual
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	THIS FILE IS BEST VIEWED IN NOTEPAD.

-- Contents --								[000]

	Contents			:	[000]
	Installation Instructions	:	[001]
	Preface				:	[002]
	Units				:	[003]
	Weapons				:	[004]
	Craft				:	[005]
	To-Do List			:	[006]
	Credits				:	[007]


-- Installation Instructions --						[001]

	If you're reading this, you've likely already installed the files, however
	some users may not have. To install, simply extract to your Cortex Command
	Directory (on Windows) or to the Resources Directory (Mac OSX) the default
	locations of these directories are noted below:

	WINDOWS: "C:\Program Files\Data Realms\Cortex Command\"

	MAC OSX: "<Application>/Resources"

		NOTE: To get to the application Directory, you need to right
		      click or control+click the Application and select "View
		      Contents". From there you should be able to navigate
		      as per usual in Finder. Stuffit should handle the extraction.

	As a recommendation, i would suggest altering your Materials.ini file found
	inside Base.rte. in particular, find the material "Blood" (use ctrl+f or
	navigate to the find tool) and replace the StructuralIntegrity variable with
	the following line of code:

	StructuralIntegrity = 0.000000001

	This will prevent blood from piling up, which ruins the aesthetic of the mod.
	There is a lot of blood.

-- Preface --								[002]

	Welcome to Zombies '09, a mod for the game Cortex Command. What you are about to
	witness is an early release version, so please set your expectations in accordance
	with this. These Zombies have been made in light of the community's wishes for
	more interesting zombie mods. I hope you enjoy the project.

-- Units --								[003]

	== Resistance Units ==

	~ Anti-Invasion Task Force Soldier ~

	A well-trained resistance Fighter, capable with all weapons and acceptably armoured.
	Fairly agile and resistant to fire, with a heavy jetpack. Outfitted with leather and
	plate metal armour, with an assistive HUD screen attached to the helmet.

	== Zombie Units ==

	~ Docile Zombie ~

	The Simplest form of the zombie, with no real enhancements other than
	higher resistance to damage, from weapons or falling. slightly slower than
	your average clone, with a weak jump-pack. Succumbs easily to almost any
	type of firepower, especially automatics, shotguns & explosives.

	~ Raging Zombie ~

	A Zombie that has started to undergo a bone structure transformation.
	Stronger and faster than your average clone, & equiped with a stronger jump-
	pack than docile zombies. Still completely unarmoured and succeptible to
	Just about all arms fire.

	~ Dismembered Zombie ~ - TBC

	A wreck of a zombie, crawling with one arm and attacking with the other.
	Not much of a threat unless you're in close quarters, but scarey nonetheless.
	Keep a shotgun handy, whatever is keeping them alive makes them soak up
	bullets. Using landmines against these things causes hilarity.

	~ Bloated Zombie ~ - WIP

	A Zombie full of green gas, not much of a threat as it is, but upon sighting hostiles
	a panic process overcomes the brain, and after around 5 seconds the zombie
	will self combust, in an explosion of hydrocarbon fire and corrosive gasses.
	These zombies are inherently weak and vulnerable, just make sure to detonate them
	away from personnel and property.

	~ Engineer Zombie ~

	A robotically-enhanced weapons platform of a zombie, quite heavily armoured and
	intimidating. These zombies have learned to implement different salvaged technologies
	in manufacturing their own weapons and devices. All of them are fitted with an
	unstable nano-assembler that creates explosive devices, and carry a cannon,
	vulcan, mine layer and jackhammer. Concentrating your fire on these bastards
	is a good idea, just keep your men at a safe distance.

	~ Complete Zombie ~ - WIP

	A Zombie that has reached its final form, with a bone structure more than twice the
	size and density of the initial infected. These zombies are incredibly agressive and
	should be treated with caution. They will attack with claws, are fitted with a
	powerful jump-pack and take a lot of firepower to take down. Recommendations are
	corrosives, explosives and high-end automatics.
	
	~ Engineered Complete Zombie ~ - WIP

	The Engineers took a complete zombie and removed most of what was inside of it, and
	replaced that with mechanical counterparts. The result? A near bulletproof monster
	of a zombie. Recommend concentrated fire from anything available.

-- Weapons --								[004]

	== Resistance Weapons ==

	~ Double-Barrel Shotgun ~

	A heavy handed, simple, double-barrel shotgun. Manual reload after each two rounds
	is made up for by the effectiveness of the weapon. Each shell is relatively low
	spread, but more than enough to maim multiple targets with one shot.

	~ AF-AWP Rifle ~ - WIP

	A beefy hunting rifle, for getting satisfying headshots. 7-round magazine with 2 Rb-core
	bullets for extra flesh-shattering power. Medium reload and explosive might make this
	rifle a practical choice over long distances.

	~ Personal Defence Carbine ~

	A fully automatic, one handed light carbine. High ammunition capacity makes it a viable
	primary weapon, and a powerful secondary weapon. Medium/low reload time allows you to
	run and gun with relatively no worries, however the light ammo is almost useless against
	armoured foes. Medium range.
	
	~ Tactical Assault Rifle ~
	
	A fully automatic, reliable assault rifle. High ammunition capacity and Rate of Fire make
	this gun a powerful primary weapon, and it is light enough to carry around a few mines and
	even a PDC with no worries. Heavier ammunition allows penetration of armoured enemies,
	and the digital 2x-4x scope on the weapon makes it even acceptable for picking off stray
	zombies from a distance, with your only worry being the reload time if ambushed.

	~ Green Gas Grenade Launcher ~

	After isolating the compounds found in the gas the zombies produce the next logical
	step was to stick it in a grenade and launch it back at the bastards. incredibly
	Effective for short term area denial, do keep in mind that your targets will likely
	attept to throw the grenades back when launching.

	~ Land Mine (HE, Frag, Gas) ~

	A quick set-up mine that will blow the legs out from under any invaders and slow down
	the horde. The mine will glow upon activation temporarily, before responding to any kinetic
	stimulation recieved therein with either a Fragmentation, HE, or gaseous explosion.

	== Zombie Weapons ==

	~ Engineer Cannon ~

	Put together by the clever hands of an engineer zombie, these cannons shoot heavy, lightly
	propelled airburst fragmentation slugs, with three rounds per magazine. These cannons are
	effective on any unarmoured or large target within range, and reload rather quickly. With the
	only downside being the lack of piercing power, these cannons are morale-shatteringly effective.

	~ Engineer Vulcan ~

	Constructed by zombie-engineered drones, these heavy chainguns can empty their 58 round magazines at
	an incredible pace, and are capable of tearing multiple enemies apart. However, be warned (and ready
	to exploit) that these vulcans are unstable and will explode if damaged heavily enough. Strictly
	Two-Handed.

	~ Claws ~

	Docile, Raging and Complete Zombies can all utilise the enlarged and hardened bone structure of their
	hands in melee combat, tearing apart anything within range. In-between barrages, the zombies will
	withdraw their claws and draw breath, before exposing them again with a spine-chilling "Shing".

-- Craft --								[005]

	== Zombie Craft ==

	~ CorpseRocket ~ - WIP

	These crappy hunks of junk are pieced together from scraps of other rockets, and are lucky to not
	burn up upon re-entry. They can be purchased in two different "Directions", allowing you (or the
	enemy) to decide which way to crash-land. The contents are in no way insured, however, these craft
	are cheap as chips and look cool enough to warrant use.
	
-- Map Objects --

	== Zombie Map Objects ==
	
	~ Zombie Reactor ~
	
	These Reactors give a powerful buff to any nearby zombies, and should be targetted at all costs.
	They cause the zombies to regenerate health, and more powerful zombies to respawn when destroyed
	as weaker incarnations of themselves. Break in there and destroy the reactor!

-- To-Do List --							[006]

	Zombies
	 +-[ Docile ]	: Done			[v 1.0]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Paths ]	: Done
	 |	  [ Gibs ]	: Yummy
	 |	  [ Tweaks ]	: Done
	 |	  [ Script ]	: Done
	 |
	 +-[ Raging ]	: Done			[v 1.0]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Paths ]	: Done-ish
	 |	  [ Gibs ]	: Yummy
	 |	  [ Tweaks ]	: Done
	 |	  [ Script ]	: Done
	 |
	 +-[ Dismem. ]	: In Progress		[v 0.1]
	 |
	 |	  [ Sprites ]	: In Progress
	 |
	 +-[ Bloated ]	: In Progress		[v 0.3]
	 |
	 |	  [ Sprites ]	: Done-ish
	 |	  [ Paths ]	: In Progress
	 |	  [ Gibs ]	: Not Properly
	 |	  [ Tweaks ]	: Testing
	 |	  [ Script ]	: Testing
	 |
	 +-[ Engineer ]	: In Progress		[v 0.8]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Paths ]	: Done
	 |	  [ Gibs ]	: In Progress
	 |	  [ Tweaks ]	: Testing
	 |
	 +-[ Complete ]	: In Progress		[v 0.1]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Paths ]	: Done-ish
	 |	  [ Gibs ]	: Done
	 |	  [ Tweaks ]	: In Progress
	 |
	 +------ -  -

	Resistance
	 +-[ AITF ]	: WIP			[v 0.2]
	 |
	 |	  [ Sprites ]	: In Progress
	 |	  [ Paths ]	: Done-ish
	 |	  [ Alpha ]	: Sort Of
	 |	  [ Beta ]	: Kinda
	 |	  [ Delta ]	: No
	 |	  [ Omega ]	: No
	 |
	 +------ -  -

	Craft
	 +-[ CR ]	: WIP			[v 0.3]
	 |
	 |	  [ Sprites ]	: Done-ish
	 |	  [ Code ]	: 50%
	 |
	 +------ -  -

	Devices
	 +-[ Shotgun ]	: Done			[v 2.3]
	 |
	 |	  [ Import ]	: Done
	 |
	 +-[ Rifle ]	: Done			[v 0.6]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Tweaks ]	: In Progress
	 |
	 +-[ Carbine ]	: Done			[v 1.1]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Tweaks ]	: Done
	 |
	 +-[ Rifle ]	: In Progress		[v 0.7]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Tweaks ]	: In Progress
	 |
	 +-[ Launcher ]	: Under Work		[v 2.7]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Variation ] : In Progress
	 |
	 +-[ Mines ]	: In Progress		[v 0.3]
	 |
	 |	  [ Proximity ]	: Done
	 |	  [ HE ]	: Semi-Done
	 |	  [ Frag ]	: None
	 |	  [ Gas ]	: None
	 |
	 +-[ Cannon ]	: Done			[v 0.6]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Tweaks ]	: In Progress
	 |
	 +-[ Vulcan ]	: Done			[v 1.0]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |
	 +-[ Attacks ]	: In Progress		[v 0.6]
	 |
	 |	  [ Claws ]	: Done
	 |	  [ Explode ]	: None
	 |	  [ Vomit ]	: None
	 |
	 +-[ Tools ]	: In Progress		[v 0.6]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: In Progress - WHAT THE HELL OPERATOR DOESNT EXIST ><
	 |
	 +------ -  -

	Effects
	 +-[ Gas ]	: Done-ish		[v 0.9]
	 |
	 |	  [ Sprites ]	: 85%
	 |	  [ Code ]	: Done
	 |
	 +-[ Explosion ]: Done			[v 1.0]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |
	 +-[ Blood ]	: Done			[v 1.0]
	 |
	 |	  [ Import ]	: Done
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |
	 +-[ Fire ]	: Done			[v 1.2]
	 |
	 |	  [ Import ]	: Done
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |	  [ Tweaks ]	: In Progress
	 |
	 +------ -  -

	Modules
	 +-[ Reactor ]	: Done-ish		[v 1.0]
	 |
	 |	  [ Sprites ]	: Done
	 |	  [ Code ]	: Done
	 |
	 +------ -  -

-- Credits --								[007]

	See Credits.txt for full credit details.

+------------------------------------------------ -  -
|
|	- Zombies 2009  Geti -
|
|		Metal Slug TM and  SNK -
|		Megaman Zero TM and  Capcom -
|		Zelda TM and  Nintendo -
|
|	- Cortex Command TM and  Data Realms, LLC -
|
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