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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.
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