Post by Paril on Jun 17, 2007 17:07:43 GMT -5
RTQ is Real Time Quake, a Real Time Strategy mod for Quake2 that I have fashioned with a few friends. See bottom for downloads.
RTQ Alpha 0.1
-------------
Authors: Paril, James, SkiesOfBordom
Credits: ID Software - Quake2!
Shadowgate - Servitor model
Paril - Coding
James - Testing, ideas, main points
SkiesOfBordom - Testing, ideas
Mather - Logo, Logo Design, reminding me I forgot him
-------------
Description
-----------
RTQ is a mod for Quake2 where the base is made of RTS elements. As two teams, Marines and Stroggos, you must collect cells and build units to attack the other person's base.
Commands
--------
+attack
- Used to select units and to move them
-- Holding +use when selecting monsters allows you to select multiple monsters
-- Holding +use when moving monsters will make them walk instead of run
+use
- Used as modifiers for certain commands.
face
- Faces selected monsters in aimed direction
-- Also used to face your core in selected direction
jump
- Jumps selected monsters
deselect
- Deselects selection
mstop
- Stops movement of selection monsters
selfdestruct
- Destroys selected monsters
selallscreen
- Selects all monsters that you can see
standground
- Selected monsters, once issued, will not move, not even when told to move
scatter
- Makes selected monsters move to a random location close to them. Great for random formations
special
- Activates special for selected monster
-- Technician: Heals core (no need to aim at core)
-- Mutant: Jumps mutant in direction you're aiming
-- Medic: Heals selected monster
-- Engineer: Heals core (no need to aim at core)
-- James: Throws grenade. Must have an enemy
turr
- Places a turret in front of you in direction you're aiming. You must be near an engineer
return
- Brings you back to your core
cecho (unneeded)
- Like "echo", but prints to center of your screen
waypoint % (%)
- Waypoints. You can save specific points and return to them later.
- To set a point, you go "waypoint (number from 1 to 200)". Ex: "waypoint 1"
- To switch to a set waypoint, type "waypoint (number) goto". Ex: "waypoint 1 goto"
goto
- Brings you to the view of your selected monster
goto_attack
- Brings you to the last point where someone was under attack
patrol
- Patrols selected monster(s) from the point they were standing to the point you were aiming at. They will
walk or run (see +use modifiers) between these two points.
-- While holding +use, they will run instead of walk between the two points.
loc
- Displays your current origin (for ant files)
Server Variables
----------------
startcells
- Sets the amount of cells both teams start with.
-- Default 250
maxcells
- Sets the max amount of cells.
-- Default 9999
cellpack
- Sets the amount of cells gotten from a cellpack.
-- Default 75
nocorehurt
- When 1, the cores cannot be damaged.
-- Default 0
buildtime
- The amount of time required to build something is multiplied by this amount.
-- Default 1
cellrespawn
- The amount of time for a cell pack to respawn.
- Default 15 seconds, min 0.1 seconds.
Known Bugs
----------
- Monsters need guidance. You can't expect them to go exactly where you told them to go.
- Monsters will not attack the enemy's core by default and will wait for your command. This is not a bug, but can guarantee longer matches.
- The medic's reviving isn't perfect yet, and may be buggy.
- Marines are low on units. I will be giving them more units in next version.
- Lots more.
Ant Files
---------
RTQ supports .ant files for adding extra entities, mainly cells and start points, to maps.
Right now, all weapons/ammo will turn into cells.
Use item_flag_team1 for Marines and item_flag_team2 for Stroggos.
Example:
{
"classname" "item_flag_team1"
"origin" "743 "-53 "533"
"angle" "270"
}
LEGAL
-----
This version of RTQ is an alpha.
If your computer explodes, asplodes,
inplodes or it's entity gets freed
by a mistake in my coding, I am in
no way liable for this.. even though
it was probably my mistake. Oh well,
there isn't much you can do 'bout it buds.
paril.gaminggalaxy.net/RTQ_01_ALPHA.rar
-Paril
RTQ Alpha 0.1
-------------
Authors: Paril, James, SkiesOfBordom
Credits: ID Software - Quake2!
Shadowgate - Servitor model
Paril - Coding
James - Testing, ideas, main points
SkiesOfBordom - Testing, ideas
Mather - Logo, Logo Design, reminding me I forgot him
-------------
Description
-----------
RTQ is a mod for Quake2 where the base is made of RTS elements. As two teams, Marines and Stroggos, you must collect cells and build units to attack the other person's base.
Commands
--------
+attack
- Used to select units and to move them
-- Holding +use when selecting monsters allows you to select multiple monsters
-- Holding +use when moving monsters will make them walk instead of run
+use
- Used as modifiers for certain commands.
face
- Faces selected monsters in aimed direction
-- Also used to face your core in selected direction
jump
- Jumps selected monsters
deselect
- Deselects selection
mstop
- Stops movement of selection monsters
selfdestruct
- Destroys selected monsters
selallscreen
- Selects all monsters that you can see
standground
- Selected monsters, once issued, will not move, not even when told to move
scatter
- Makes selected monsters move to a random location close to them. Great for random formations
special
- Activates special for selected monster
-- Technician: Heals core (no need to aim at core)
-- Mutant: Jumps mutant in direction you're aiming
-- Medic: Heals selected monster
-- Engineer: Heals core (no need to aim at core)
-- James: Throws grenade. Must have an enemy
turr
- Places a turret in front of you in direction you're aiming. You must be near an engineer
return
- Brings you back to your core
cecho (unneeded)
- Like "echo", but prints to center of your screen
waypoint % (%)
- Waypoints. You can save specific points and return to them later.
- To set a point, you go "waypoint (number from 1 to 200)". Ex: "waypoint 1"
- To switch to a set waypoint, type "waypoint (number) goto". Ex: "waypoint 1 goto"
goto
- Brings you to the view of your selected monster
goto_attack
- Brings you to the last point where someone was under attack
patrol
- Patrols selected monster(s) from the point they were standing to the point you were aiming at. They will
walk or run (see +use modifiers) between these two points.
-- While holding +use, they will run instead of walk between the two points.
loc
- Displays your current origin (for ant files)
Server Variables
----------------
startcells
- Sets the amount of cells both teams start with.
-- Default 250
maxcells
- Sets the max amount of cells.
-- Default 9999
cellpack
- Sets the amount of cells gotten from a cellpack.
-- Default 75
nocorehurt
- When 1, the cores cannot be damaged.
-- Default 0
buildtime
- The amount of time required to build something is multiplied by this amount.
-- Default 1
cellrespawn
- The amount of time for a cell pack to respawn.
- Default 15 seconds, min 0.1 seconds.
Known Bugs
----------
- Monsters need guidance. You can't expect them to go exactly where you told them to go.
- Monsters will not attack the enemy's core by default and will wait for your command. This is not a bug, but can guarantee longer matches.
- The medic's reviving isn't perfect yet, and may be buggy.
- Marines are low on units. I will be giving them more units in next version.
- Lots more.
Ant Files
---------
RTQ supports .ant files for adding extra entities, mainly cells and start points, to maps.
Right now, all weapons/ammo will turn into cells.
Use item_flag_team1 for Marines and item_flag_team2 for Stroggos.
Example:
{
"classname" "item_flag_team1"
"origin" "743 "-53 "533"
"angle" "270"
}
LEGAL
-----
This version of RTQ is an alpha.
If your computer explodes, asplodes,
inplodes or it's entity gets freed
by a mistake in my coding, I am in
no way liable for this.. even though
it was probably my mistake. Oh well,
there isn't much you can do 'bout it buds.
paril.gaminggalaxy.net/RTQ_01_ALPHA.rar
-Paril