79 lines
2.6 KiB
Plaintext
79 lines
2.6 KiB
Plaintext
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Challenge ProMode Arena: NTF
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----------------------------
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Date: 3 Dec 06
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NTF is a class-based form of CTF, somewhat reminiscent of Team Fortress
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but really having very little in common with it.
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Flags, Powerups, and Ammo are all present just as in CTF, but maps have
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no Armour, no Health except for the MegaHealth, and no Weapons.
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Players spawn with no armour, and an initial health and weapon loadout
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determined by the class.
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Health and armour both regenerate at 5 points per second: health up to
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100, and armour up to the class's maximum.
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Backpacks from corpses give one box of ammo for all your weapons and an
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armour shard.
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Classes are defined by the files in cpma/classes and like modes can be
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customised extensively. The options for class definitions are:
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n - name ("Scout", "Fighter", etc)
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m - model ("slash", sarge", etc)
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NTF models always use ProMode skins
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s - base speed
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320 is standard CPM speed, i.e. VERY fast if the player is skilled enough
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h - spawn health
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a - maximum armour
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ac - armour class
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One of the CPMA armour types: 0 - Green, 1 - Yellow, 2 - Red
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ht - hook type (0 - None, 1 - Offhand, 2 - Onhand)
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hp - hook pull
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How fast a grappling player moves
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hs - hook speed
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How fast the grapple hook itself moves
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jd 1 - can double jump
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jr 1 - can ramp jump
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wX s,m,b,g - weapon loadout and ammo
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w2 is MG, w3 SG, and so on. The four arguments set the ammo counts for
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initial spawn, max, "box" pickup (i.e. a dropped pack), and "gun" pickup
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(i.e. an item pack). They MUST all be specified, and MUST be comma-separated
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with no spaces between them (just like "ammo" lines in mode configs).
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Whether a class has a weapon or not is determined by the presence of a wX
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line, not the spawn ammo, so it's possible to give a class a certain weapon
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but have it be unusable until the player acquires ammo for it from a pack.
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sw - starting weapon
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Must be one of the numbers from a wX line (or 1 for gauntlet). Handy for
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classes like Scout that spawn with SG and GL to prevent GL being selected
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just because it's the "higher" weapon
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There is basically no checking done on any part of the class definitions.
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If you're not capable of getting them right, you probably shouldn't be messing
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with them in the first place. :)
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Although we don't currently enforce it, realistically NTF requires CPM
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settings. PMC lets Fighters and Tanks move faster than Scouts; CQ3 nerfs
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advanced movement so badly that classes which depend on it become almost
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unplayable; and VQ3 simply doesn't work.
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Still, it's the admin's choice to make so...
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In case you hadn't worked it out yet, NTF stands for "Not Team Fortress". :)
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