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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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qflag.zip
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QTEAM150.TXT
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1996-09-18
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QTeam 1.50
Author : Gary Griggs (ggriggs@gis.net)
Release Date : 9/17/96
Description : QTeam is the most advanced teamplay addon available for
Quake! It provides a host of new and exciting capabilities
such as dynamic team scoring, capture the flag and tag team
play, friendly fire penalties, restricted team colors, a
programming interface for map designers, and Ghost Morons
for controlled player entry into the game.
The QTeam 1.50 release comes with two superb maps by Giggler,
QTAG.BSP for tag play (similar to U_DTAG of Doom2), and QFLAG
for capture the flag play. Please refer to the documentation
for those maps found in the files QFLAG.TXT and QTAG.TXT.
The programming interface allows map designers to support
the new capture the flag and tag team modes of play, giving
map designers full control over many aspects of these new
types of play. The two excellent maps included with this
release only demonstrate a fraction of what can be
accomplished with the interface.
Other Works : The Inner Circle Trinket (Latest release as of 9/16/96 is
1.01, archive name is ICTRK101.ZIP)
Details:
* Installing the patch
To install the code create a directory named qteam under the main quake
directory and copy the progs.dat from the QTeam archive there. The patch
only needs to be installed on the server side; none of the client
machines need the patch installed.
* Starting QTeam play
If a map supports capture the flag or tag mode extensions of QTeam,
those features will be invoked automatically when starting quake with
the -game qteam option, and running the map. If the map provides
instructions for starting the game please follow those directions.
The instructions below show how to enable the general QTeam options
for Ghost Morons, dynamic team scoring, friendly fire penalties, and
restricted team colors for generic maps.
1) Set teamplay=2
2) Set temp1 to the maximum number of teams.
The default value is 2 and the maximum is 8.
3) Start a new deathmatch game
The maximum number of teams and teamplay mode cannot be changed
during a game.
If teamplay is not 2 or the game is not set for deathmatch, none
of the QTeam enhancements will be active.
Here's an example of how a QTeam game can be started from the command
prompt. This example will start up a dedicated server that runs
the QTeam enhancements, allows a maximum of 16 players, allows a
maximum of 4 teams, and uses old deathmatch mode.
quake -dedicated 16 -game qteam +hostname "QTeam" +deathmatch 2
+teamplay 2 +temp1 4 +map e1m1
* Ghost Morons - The limbo state
Players initially start out as Ghost Morons, a limbo state in which they
cannot harm other players, cannot be harmed, cannot pick up objects,
float around instead of normal walking/running, and cannot open doors
or pass through teleporters. Ghost Morons get fragged every thirty
seconds if they don't create or join a team. Ghost Morons appear in
white but they are not considered a team.
Ghost Morons are especially useful in tag and capture the flag modes,
where having balanced teams and the same start time is critical for
fair gameplay. To do this, allow players to enter the game and have
them remain as Ghost Morons until all players have joined the game. At
that point the teams can be created.
* Creating a new team
Players create a new team by typing in the command create_team from the
console or using the color command to select a color not in use.
the create_team command is preferred however since color selection for
new teams is automatically chosen based on available colors and a color
ranking. This allows for teams that stand out as much as possible.
* Joining an existing team
Players join an existing team by typing one of the following commands:
join_red - Join the red team
join_blue - Join the blue team
join_yellow - Join the yellow team
join_green - Join the green team
join_purple - Join the purple team
join_brown - Join the brown team
join_gold - Join the gold team
join_lblue - Join the light blue team
The color command can also be used if the color specified is that of an
existing team. The join_* commands are the recommended method of joining
a team.
* Scoring
Team scores are displayed on the status bar and in the rankings screen.
Due to current deficiencies in the interface to or this programmer's
current knowledge of the Quake engine, there are some oddities in the
way team scores are displayed. Only one player per team maintains the
team score and all other players on the team display -99.
Players lose their individual frags when they change teams. The new team
does not incorporate the new player's old score but the old team does
have that player's individual frag count removed. This means the old
team's score may remain the same (if old player's individual score was
0), increase (if old player's individual score was negative), or
decrease (if old player's individual score was positive). The individual
frag count for a player is displayed when he/she changes teams.
Teams lose a frag when a team member is killed by friendly fire. The
killer's individual frag count is decreased by one.
Individual scores for all players in the game (this does not include
Ghost Morons) can be viewed by using the alias dump_iscores.
* Using fraglimit to end the game
The game will end if fraglimit is set and the team reaches the limit.
One player's individual count may exceed the limit without the game
ending if other team member's individual score is negative thus driving
down the team total below fraglimit.
Programming maps for QTeam :
Defining global game parameters & game info :
The following tags belong in the worldspawn section of your map file.
qtmversion
This defines the version of QTeam for which a map was designed. This
will allow all future versions of QTeam to continue working correctly
with all maps.
qtmgame
This defines all the global gaming parameters for a non-frag central
game.
bits 0-6 = fraglimit used in game modes 1, 3, 4
If 0, game will not end because of the score
The fraglimit can be overridden using at the command line
or console, using the fraglimit variable.
bit 7 = alt dm (0), old dm (1)
bits 8-11 = Maximum # teams, 0 = no teams
bits 12-15 = Game Type/Respawn type for score objects
0 = Immediate score on score object pickup
Objects use qtmrespawn to determine their respawn time
Game ends at fraglimit, if fraglimit > 0
1 = Immediate score on score object pickup
Objects don't respawn
Game ends when all objects retrieved
2 = Objects picked up must be returned to a base
Objects respawn only if the player carrying them dies but
not if the objects have been successfully returned to
the base.
Game ends when all the objects have been retrieved
3 = Objects picked up must be returned to a base
Objects use qtmrespawn to determine their respawn time
Game ends at fraglimit, if fraglimit > 0
4 = Objects picked up must be returned to a base
Objects respawn when player carrying them returns them to
the base or the player dies.
Game ends at fraglimit, if fraglimit > 0
All objects retrieved details: If objects are allocated to a team
then the team has to retrieve all their objects. If scoring
objects are open (not tagged for specific team) then all the
objects need to be retrieved. If there is a mix then all team
objects must be retrieved as well as all open objects (which can
be retrieved by any team).
qtmintro1 ... qtmintro10
These messages will display when a client first connects with the
server. The messages are centerprinted and there is a two second
interval between each message.
qtmdamageadj
A multiplier that adjusts the damage for acid or slime. Fudging the
damage is useful to ensure players without an environmental biosuit
cannot reach a scoring object. Reminder: The biosuit does not fully
protect player from lava but does protect fully from slime.
eg. A value of .33 does one-third the damage of regular slime or lava
A value of 4 does four times damage of regular slime or lava
Defining scoring object properties :
The score object has a classname of item_score and supports the
following tags. If the frags tag is missing then the object is worth one
point. If the team tag is missing, the object can be picked up by
any team. If the game mode specifies that objects respawn according to
the qtmrespawn tag and this tag is not specified then the respawn time
will be set at 5 seconds. Each map can support 1 or more scoring objects
and they each can have different properties. Also, the number of scoring
objects per team is not limited to one.
team
Team that touches this entity gets a point. Team = Color number + 1.
No team tag or team = 0 means that any team can pick up the scoring
object. See Team Color section below for more details.
frags
Number of points this entity is worth
qtmrespawn
Sets the respawn time of the object if the game play allows for
respawning objects and the respawn countdown is supposed to occur when
the object is picked up and not an immediate respawn in flag mode if
the carrier dies or the flag is returned to the base. The granularity
of the respawn timer is 5 seconds.
bit 0 = Random? 0=No, 1=Yes
bits 1-6 = Respawn time, or if random then beginning of range
Value must be >= 1
bits 7-12 = Respawn time, or if random then end of range
Value must be >= 1
model
Chooses the model. You can use a built in model or supply
your own along with map. The default model is progs/end1.mdl
skin
Chooses the skin for specified model. For example, if you use
"model" "progs/armor.mdl" to select the armor model, then
"skin" "2" will make it the red armor.
noise
Chooses the sound to be played on pickup. You can use a built in sound
or supply your own with map. The default sound is misc/runekey.wav
Defining the base for flag games :
You need to define an entity with classname trigger_multiple and use
the qtmmisc tag to mark it as a base when the map is for Capture the
Flag type play.
team
Team that touches this entity gets a point. Team = Color number + 1.
No team tag or team = 0 means that any team can bring their flags
back to this base. See Team Color section below for more details.
qtmmisc
bit 0 = Must be set to 1 for a base
Defining other objects for QTeam play :
The team tag is supported for weapons, powerups, and
info_player_deathmatch entities.
weapons, powerups : If the team tag is specified, only players on the
specified team can pick up the object.
info_player_deathmatch : If the team tag is specified, only players
on the specified team will respawn at this spot. The map maker must
ensure that is at least one respawn spot for each team up to the
maximum number of teams allowed.
Team Colors :
Although Quake has built in support for 13 different colors which can be
selected for shirts and pants, QTeam supports up to eight teams only and
enforces team colors. QTeam teams are only solid colors and team colors
are selected in a builtin order. This means that in a non-frag game
where their are objects and bases specific to teams, and those items
need to be marked by a color, you need to be aware of the order. It is
as follows:
Rank Color # Desciprition
1 4 Red
2 13 Blue
3 12 Yellow
4 3 Green
5 1 Brown
6 8 Purple
7 2 Light Blue
8 5 Gold
Known problems :
* Everyone reverts to Ghost Morons when the level changes.
* Ghost Morons can telefrag players but noone receives points for this.
Bad habits should not be rewarded!
Credits :
QA - Thanks to duke, metal, giggler, ern2, and dagger
Bugs - Mine, all mine!
Reporting problems or requesting enhancements :
Please contact me via email at ggriggs@gis.net