1. Still working on tweaking grapple move functions.
2. Grapple client 0 jitter corrected. Code bug..my bad
3. Weapons numbering was offset by 1, now corrected.
4. Added auto server grapple prediction (see hookpredict cvar below)
5. As of this time Hand Grenade weapon is not ready, will release with next
release
6. Added a function to remove grapple and stop pulling on hitting a
teleporter(untested)
7. Grapple does damage now..
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8. Grenades from Launcher now bounce 1nce and explode on 2nd impact.
An expert server can now load custom entity files on map loading. The purpose is to allow adding of custom expert entities to any map. Create a file named the same as the map file. Place it in the same path as the map. Upon server loading the map files, it will also load any entities created in the entity file. View the xctftestmap.pk4 for how to create the files and add entities to it. To view it, open it in winzip and view the ctf.ent file. Example: maps/mp/q4ctf1.ent Generally speaking though, the best way to create them is to open a map in the editor, add any Xctf entities you wouldn't see in a typical map. the save the file. Next, open the file in a word editor like notepad or wordpad for example, then cut and paste the xctf entities to the newly created .ent file.. save it and zip it to a fileusing the maps path. ie. maps/mp/*.* ....
This will allow the game to load the newly created entity file. New Expert Entities include: Mutant Jump powerup
Note: The file name should be the actual map name and not the description name.
The way it works, and what a server admin will need to do . Create a "mapfilename".cfg and add any cvars or settings they wish to change
An example:
With map q4ctf1, create a file named q4ctf1.cfg and place it in expert folder, add any config changes you want like:
seta g_noclipregions 1 // removes clip areas in maps add any other serverside cvars per map..
The server will check for the existance of a .cfg with the servers map file name and execute it.
*Note: The file name should be the actual map name and not the description name.
Uses bitflags to disable weapons default setting is 81
We never spawn a Dark Matter Gun
Usage: inhibitweaps 81 (This inhibits gauntlet, hyperblaster, and Nailgun)
You find your number by adding each value up to inhibit the particular weapon
1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256 + 512 + 1024 = 2047
This will disable all and is not recommended..
Usage g_weaponmods (value)
Use Bitflags to set weapon mods given to players
So, to use this properly add all the numbers of each weaponmod you want to allow
(1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256) == 511 the default setting is disabled or 0
Server Cvar g_throwspeed
Usage : g_throwspeed 1750 (default)
Sets a grapples speed traveling through the air before it collides with
anything
Server Cvar g_pullspeed
Usage: g_pullspeed 650 (default)
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Sets the pullspeed a grapple uses to pull a player to the grapples location
Server Cvar g_grappleentity
Usage: g_grappleentity "projectile_hook" (default)
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This is for setting custom projectile .def for the grapple entity.
Note: I suggest you don't play with this unless you know what you are doing
with it. This will allow for custom grapple definitions of the projectile
class.
Server Cvar Lethality
Usage: lethality 1.0(default)
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This variable is an overall damage multiplier
Server Cvar fireoffset
Usage: fireoffset 8(default)
This variable is used to offset the fire grapple Muzzle Point
Note: 1. Beta and may be removed at a later date
Server Cvar allowFallDamage
Usage: allowFallDamage 1
Enables falling damage from server, 0 disables.
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Default is allowed
Server Cvar grappleoffset
Usage: grappleoffset -8
This variable is an Offset for grapple move pull in relation to the grapples
location and the players origin.
Note: 1. Beta and may be removed at a later date
Server Cvar g_skyhook
Usage: g_skyhook 0|1
This
variable Enables, Disables the hook grappling to the sky Default is enabled
, or 1
Server Cvar noclipregions
Usage: noclipregions 0|1
This variable enables and disables clip regions on maps.
This is useful on maps where the some areas are blocked off by invisible walls,
known as clip regions, and allows players more area to move around. Disabled by
default.
Note: This should be set on a per map basis and tested on each map before
utilizing it. Results may allow players to go outside proper bounds of maps and
cause unforseen problems.
Server Cvar g_inhibititems
Usage: g_inhibititems 1|0
Enables or disables health items on maps Default is disabled or 1
Server CVar g_inhibitpowerups
Usage: g_inhibitpowerups 0|1
Inhibit Quake 4 powerups in maps default is disabled or 1 '
Server CVar g_inhibitweaponitems
Usage: g_inhibitweaponitems 0|1
Inhibit weapon pickups on maps default disabled or 1
Server CVar g_inhibitammo
Usage: g_inhibitammo 0|1
Inhibits Ammo on maps default disabled or 1
Usage: g_inhibitarmor 0|1
Inhibits Armor on maps default disabled or 1
Usage: g_armorregen 0|1 Enables or Disables Armor Reggenning - default disabled.
Will start you with 50 and raise to g_maxarmor cvar
Usage: g_healthregen 0|1
Enables or Disables health regenning, while enabled will raise health to g_maxhealth cvar
Usage: g_ammoregen 0|1
Enable, disable Ammo regenning, default is enabled
Server CVar g_railshots
Usage: g_railshots 3
Set Rail fire count - 3 2 0r 1
Usage: g_maxhealth 160
Set to override max health in player.def, max is 999
Usage: g_maxarmor 120
Sets max armor Value, default is 120 max 999
Updated
2-11-2006
usage: hookpredict 0
Updated: Added a way for the server to try to set your predict time it can be
overriden by simply setting hookpredict cvar to something other then 0. This is
still clamped between -200 and 200. Clamped means you can only use the range of
numbers between -200 and 200, nothing above or below that will be used, if you
set the number to -999, it will use -200. This is to help clients smooth
grapples prediction time on game servers.
*Recommend that setting this should be based in the range of your ping
Note:
1.negative values can improve your movement predictions.
2. Beta and may be removed at a later date.
Team Bright Color Support
Client Cvar cg_forceteamcolors
Usage cg_forceteamcolors 0,1, or 2
When set to 1, this will force the team colors to use colors based upon the team you are on.
When this is set to 2, teamcolors will be set by using cg_teamcolor and cg_enemycolor cvars.
Client cvar cg_teamcolor
Usage: cg_teamcolor "0 255 0" (defaults to green)
when cg_forceteamcolors is set to 2, the cg_teamcolor cvar will be use to specify team colors.
The 3 numbers used in order are: Red Green Blue, in that order, and are valid from 0 to 255 for each color 0 in red uses no red where as 255 is full red.
Client Cvar cg_enemycolor
Usage: cg_enemycolor "255 255 0"(default Orange)
When cg_forceteamcolors is set to 2, cg_enemycolor cvar will be use to specify team colors
The 3 numbers used in order are:
Red Green Blue, in that order, and are valid from 0 to 255 for each color 0 in red uses no red where as 255 is full red.
Client Cvar zoomoverride
zoomoverride "0" (default)
When setting this to 1, each weapons zooming can be overridden by a single
zoomfov value in which you specify, valid values are 20 to 90. They are clamped
values, so if you type something outside that range it will use the closer of
the 2 values.
When set to 0, the zooming for each weapon will be set to whatever the weapons
zooming variable is set to.
All weapons in Expert now have zooming...
client cvar ZoomFov
Usage zoomFov 45 (default)
when zoomoverride is set to 1, the game sets alll weapons fov's to the zoomfov
value, and is clamped between 20 to 90. (Why use a zoom if your going to set it
outside those values
Client CVar cg_noprojectiletrails
cg_noprojectiletrails 0|1
Turn on or off all projectile trails On = 0