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AQ:Espionage
Review

AQ:E is one of the more versatile mods made from Action Quake, thanks to its scripting language that lets the serverop set specific goals for each map. The language also gives the author control to decide what weapons each team will have access to*, under what condition the team will respawn, where the teams should have their bases and other entities not included in the map. Those of you interested in writing their own scripts should head on over to the scenariodepot for more detailed instructions.

There are some minor changes in the mod, the biggest one being gibs. Shooting someone not wearing a vest with the Handcannon will cuase the player to gib as well as sniper headshots. The grenades will also cause gibbing at groundzero. The Slippers have also been upgraded, you can now take bigger falls with as well as you do not limp if you're damaged in the legs, you will not however be able to jump, just as in vanilla AQ.

In addition to vanilla AQ, there are several other scenarios:

CTB - [Capture The Briefcase] - CTF the action way, head over to the enemy base to grab their briefcase but don't forget that they want your briefcase just as bad. The briefcase carrier can only use the knives or the pistol so you better cover his back.

ATL - [Assasinate The Leader] - Each team spawns with a randomly selected leader that they have to protect. The team that pops the other teams leader wins the round.

FRD - [Find-Retrieve-Defend] - One of the teams spawns with a carrier that they have to escort to a pickup point and then to a dropoff point. The other teams goal is to assasinate the carrier.

ETV - [Escort The VIP] - Just what it sounds like - one of the teams has to escort the carrier to a certain point and the other team has to stop him.

OFC - [One Flag Capture] - Two teams, two bases, one flag. Can you say CHARGE!? Grab the flag and carry it back to your base before the enemy runs off with it.

CNH - [Capture N' Hold] - Your team has to capture and hold all of a predefined set of points to score, the catch is that the opposing team has to do the same thing, with ths same points.

These are just the Scenarios described in the README, there are many and the language is easy if you want to write a scenario yourself. And the best thing is that it works for all maps, since everything needed for each scenario is in the scripts and not the .bsp's.

 

Commands

[Goals] - This brings up the goals for the map currently playing. The goals are also displayed in the MOTD.

[Ignore {playername}] / [Unignore {playername}] - This nifty feature will let you ignore messages from whoever you feel is destroying the game by spamming. Type ignore [name of culprit goes here] to turn the feature on and unignore [name of the former culprit goes here] to stop ignoring the player.

Radiomessages:

this is where you will be spending most of the time updating your autoexec.cfg. Since the gameplay is changed drastically and you now have to be able to relay info on where your package/leader is as well as your base. Each new radiocommand comes in 3 flavors as well as 3 female flavors. The commands are named with a number from 1 to 3 appended to them so I'll just go through the basics and you can listen to them and pick a favorite later.

Backup# - "I need backup"

Chit# - "Carrier has been hit"

Deliv# - "Package Delievered"

Ecdown# - "Enemy Carrier Down"

Enepak# - "The enemy has our package"

Escort# - "I've got your back"

Gotpak# - "I've got the package"

Guard# - "Defending the package"

Incoming# - "Enemies coming in"

plost# - "Our package has been lost"

These are what the basic commands say, now don't you go and forget about all the others or the female voices.

 

Files

Client pack
Windows server
Linux server
Solaris server

Chipko
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