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Home of Expert Quake

 

 

 

XCTF Mod specifics 

Version 1.02

 

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Files -

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Grapple -
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You start the mod with a grapple. use it binding a key to +button5 in the Quake3 console.
 

Example: /bind z +button5

Bots can Grapple also. They arent as good as humans, but they will give you a good run for your money. To enable bot grappling. Run a server, add bots, pull down the console, and type /bot_grapple 1 . Make sure bot_enable cvar is set.

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Full weapons -
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You start in the game handed all weapons.
you get a Gauntlet.
You get a Machine Gun.
you get a double shot shotgun.
You get a triple shot grenade launcher
You get a 2 shot rocket Launcher.
You get a triple firing Railgun.
You get a Lightning Gun.
You get a plasmagun.

Weapons that support multiple shots can be timed to how you want to fire them
based on your key strokes. The timer on your status bar will tell you when you can fire multi-shots again.

Best thing i can recommend is you toy with the weapons to feel out how they work.

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*** Alternative Weapon Mode ***
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On the server, if you start the server with +set railonly 1, the only weapons that will be given to a player is the rail. The player will also not have a gauntlet or a Machinegun. In this mode you get automatically 200 ammo for the rail and it will still regenerate the rail ammo every 3 seconds or so.

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Ammo and Ammo Restoration -
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You also recieve to start on all weapons half of the full amount of ammo for all weapons. When a player is killed , he will drop a weapon, picking that weapon up gives you 20 health points. You need that health, trust me. Each weapon will restore ammo on its own, no need for you to look for it.

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Health and Health Restore -
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Starting health is at 120, there is no armor. Health will max at 160 with Health restore, but you are not limited to 160. we'll get into health over 160 with Kills and Restorative features.

You now will be able to view all players health on your crosshair. Whether in
single player, Deathmatch, or Team games.

Health is restored based on the amount of restorative needs you have based on damage to max health ratio. The more damaged you are the more health is restored to you at one time.

Introducing a custom glow effect on players When a player reaches 4 different
health amounts. The ranges for health are as follows:

Note: single player or deathmatch will all use blue based effects.
 

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Health Colors for Health Level Effect:

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200 - 500 -- Red and Orange -- Team strobed Glowing effect*
-- Blue and Orange -- Team strobed Glowing effect*

500 - 800 -- Red and Pink -- Team strobed Glowing effect*
-- Blue and Green -- Team strobed Glowing effect*

800 - 1100 -- Red and Yellow -- Team strobed Glowing effect*
-- Blue and Yellow -- Team strobed Glowing effect*

1100 and up -- Red, Pink and Orange -- Team strobed Glowing effect*
-- Blue, Green and Yellow -- Team strobed Glowing effect*

* The Strobed effects are staggered by health amount, the more health you have the less frequently the strobe occurs.

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Damage Regeneration -
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Each time you damage another player you receive a portion of that players health based on the amount of damage you do. If you kill the player you receive 30 Health.

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Damage Restorative Features
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If your health Falls below 160 every few seconds your health will regenerate. Once you reach 160 or above the regeneration stops. Anything over 160 will drop 1 health point every second or 2.

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Lethality
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Introduced on the serverside a new cvar for adjusting the lethality of damage. It basically multiplies the damages of all damages incurred to a player. The range is anything above 1.0, and can be fractional values like 2.5 or 99.9 or even 999.999. An example is a rocket does 80 damage. if lethality setting is 2 then your damage given is 160 instead of 80.

* This is intended for use with the railonly cvar for making lethality servers, or instagib servers. For setting a server to be like an instagib, try setting /lethality 99 at the servers console or add it to the server config.

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Items --- noitems 0|1 -- 1 is default
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Changes have been made to the pickup items so that when you pick any item up you recieve health instead of its originally intended feature. As an example, Picking up a dropped weapon gives 20 health. Picking up any other items in a map that spawn when the server has "noitems" set to 0 converts all items in a map to health only items based on the original quantities set to those items. An example of a good item to pickup would be ammo pack for machineguns, as the rewards are 50 health points, as opposed to regular health spheres which you can only pickup when your health is under 100. Since there is no limit on health, this can be quite an asset in any case.

Powerups and holdable items are not affected by this.

Enjoy the game.



wmcincin@planetquake.com