AQ: Espionage Table Of Contents 1) Who we are/Credits 2) What client operators need to know 3) What server ops need to know 4) Whats different 5) Rules 6) Complete Quake2 command list for Server Operators and Client Operators 7) Scenarios 1. Who we are/Credits We are the AQDT, the Action Quake Development Team. We make mods for the mod of Action Quake. With Espionage's scripting language, you can create your own gameplay. Scenarios, as they're called, can use any map you can dream of and make it how you want it to be. Although the scenario language is new, with a little bit of learning and reading, you can make your own scenarios for any map made for Quake 2. Cast: (in no special order) Lance 'Hal9000' Burton - Main coder/Scripting Language developer Bill 'Imrik' Townsend - Coder Mike 'Homer' Connor - Coder Chris 'Fool Killer' Gedhardt - Serverop/Scenario maker Bill 'Fex' Geiger - HTML coder/Resource management/VWep Graeme 'Homosaurus' Rolfe - Male Voice Actor/Sound p1mp/VWep Extras: (in no special order) David 'ViperX' Jensen - Briefcase/Backpack skins Minh 'Gooseman' Le - Briefcase Model Jessica 'Sndgrrl' Lemieux - Female Voice Actor Beta Server Operators: Will 'Fenriz' Smith - Doggus Jarmo Tolvanen - MistyVortex John 'KaRRiLLioN=AR=' Corwin - =AR= Barracks GsG9 - VortexQ 2. What do client operators need to know If you have already played Action Quake, there are only few new commands in AQ: Espionage: * "goals" - The "goals" command redisplays the current objectives for both teams. * "ignore" - The ignore command lets you ignore messages from a particular player * "unignore" - The unignore command clears your ignore field New radio sounds are included with Espionage. The new sounds are used exactly as the sounds with which you are familiar (taking_f, imhit, enemys, enemyd, etc). The radio wav file sounds are located in \quake2\action\sound\radio\male and \quake2\action\sound\radio\female Bind them in the same fashion as your other radio commands. If you are new to playing Action Quake or AQ: Espionage, there will be a pre-made configuration file included with the client package that will bind your keypad for Espionage play. The gameplay will vary with each scenario. The goals of each scenario will be displayed on the screen at the beginning of each round. Some players may be designated in special roles, in which case it is vital that you read the goals specified to determine what needs to be done. 2a. Ettiquette for client operators Since some Espionage scenarios allow people to respawn, "Enemy Down," "Im Hit," "Enemy Spotted" and other related radio/text messages are neither necessary nor useful. Please unbind them, or dont use them. If you do use them during a scenario with respawning, you may aggravate the server op and the other players. 3. What do server ops need to know To get imediately started with Espionage out of the box, extract the server files into your action directory. Enable the scenario code by either including the line "set scripts 1" in your server.cfg file or adding "+set scripts 1" to you startup command line. The maps and scenarios are specified in action/action.scp, which includes the scenarios from the "scenes" subdirectory using a C-like #include statement. After that, everything will take care of itself, assuming you extracted the files to the proper directories :). 4. What's Different There are many new and exciting features in AQ: Espionage: New radio sounds for both female and male are implemented Automatic sounds for when you capture/return/assassinate Bonus points for capturing, assassinating, defending, harrasing bodyguards, or invading Teammates get small bonuses if someone on their team captures HUD indicator for 'special' players (ie: leader, package carrier) Door kicking enabled, if some chump is blocking a door with their body, just jump kick the door! You can ignore and unignore players (look in Total Commands list for more info) HUD display to tell you when you might respawn. This display is located under frag count There are three respawn functions and can be set up differently per team: - instant respawn makes you respawn instantly - timed respawn (the HUD indicator shows how many seconds left till respawn) - percentage respawn (the HUD indicator shows the percentage of your team in DEAD mode) Dead people can talk to the living if respawning is enabled, but dead people can only chasecam their teammates (no free flight) Stealth Slippers are beefed up. User doesn't receive the 'limp mode' walk when they get shot in leg. User also gets less falling damage and can fall down farther. Other features have been added to fix standing AQ bugs, accomodate limited network bandwidth and help prevent client overflows: Weapons and item entities that are dropped have a 10 or 30 second life-span Out of ammo scroll bug fixed (Thanks goes to Mike from AQ:G) Opening the menu cuts off the MOTD refreshes 5. Rules The rules of the game are defined by the scenario made for that map. Generally, most scenarios fall under these categories: CTB - [Capture The Briefcase] two briefcases and two bases. One BC spawns at one base, and the other spawns at the other. ATL - [Assassinate The Leader] two randomly selected players become the leader of each team. The first team to assassinate the enemy leader wins. FRD - [Find, Retrieve/Defend] a randomly selected player on one team is chosen to pickup a package from a fixed location, and deposit it at another fixed location. The enemy team's objective is to assassinate the randomly selected player. ETV - [Escort the VIP] a randomly selected player on one team is chosen to be escorted to a fixed location to win. The enemy team must assassinate that randomly selected player. OFC - [One Flag Capture] two teams battle it out for a single package to bring to their base. The package is spawned in a neutral location. Rules that exist in all variants of Espionage scenarios: 1) Anyone who is picking up the package needs to hold the handgun or knife 6. Complete Quake2 command list for Server Operators and Client Operators scripts 1 This command will enable the Espionage scenarios sv_author 1 This command sets a mode for people who are interested in making scenarios. It makes spawn spots visible and enables some useful commands: movespawn moveto These commands are used for script developing, if you want to rapidly move to the various targets, or if you want judge how far away the spawn spots are from given target (when you want people to spawn away from an object). ignore/unignore This command will ignore a spamming or annoying client. You can also unignore him goals this command will display the goals to you in case you forgot 7. Scenarios Scenarios are the heart of AQ: Espionage. Scenarios are activated by setting the 'scripts' variable to 1, as described in section 3 above. If scripts is set to 0, gameplay will be regular teamplay (or deathmatch if teamplay is set to 0). The AQ: Espionage release includes several sample scenarios that operate on a range of maps. Some scenarios (in particular those that don't require map coordinates) may be used with any map. Espionage will try to follow the map rotation specified in action.scp as best it can. If a map is manually loaded (e.g., via the 'map' command) that is not in the rotation, gameplay reverts to regular teamplay for the duration of that map. If map is manually loaded that IS in the rotation, then the first scenario in the rotation associated with that map is loaded. You are encouraged to make your own scenarios; however, the AQDT strongly urges you not to make scenarios that have poor playability. Also, it is not recommended that you drastically modify the scenarios that we provide. When we say 'drastically' we mean that it's ok to change the team names, and skins; but take care in modifying the goal spots and other 'drastic' things. If you do make such drastic changes, please change the name of the scenario to minimize confusion. If you do not wish to create your own scenarios, just make sure you have action.scp in /quake2/action, and all the *.scn's in /quake2/action/scenes directory and you're set. (Dont forget to have scripts 1 in your startup file!). If you DO wish to make your own scenarios, there is a /quake2/action/devel directory which has a devel.txt document on how to create scenarios, debug them, example files, and other server side options. --AQDT http://aqdt.fear.net