home *** CD-ROM | disk | FTP | other *** search
- 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
-
-
-
-
-
-