SCOUT : "scout"If you are allowed the change class, you will see a message telling you that next time you respawn, you'll be that class.
SNIPER : "sniper"
SOLDIER : "soldier"
DEMOLITIONS MAN : "demoman"
COMBAT MEDIC : "medic"
HEAVY WEAPONS GUY : "hvywep"
PYRO : "pyro"
SPY : "spy"
ENGINEER : "engineer"
RANDOM CLASS : "randompc"
The scanner draws lines of electricity from the scout towards any moving enemies within the detection distance. The length of the line tells you how far away the enemy is.Commands:
The more energy spent, the larger the detection distance. The scout can use preset energy amounts using the scan10, scan30, scan100 aliases, or the scout can specify the exact amount he wants to use. See the Pre-Impulse section below for details on how to do that.
You can toggle detection of friends and enemies using the aliases "scane" and "scanf".
"scan10" : Use the motion detector with 10 cells. "scan30" : Use the motion detector with 30 cells. "scan100" : Use the motion detector with 100 cells.Other Notes:
A scout can disarm detpacks by simply running over them, although it does take a couple of seconds.
A scout can also detect undercover enemy spies when he comes into contact with them.
The rifle uses shotgun shells for ammo, and operates in one of two modes:Commands:
- Single Shot. With a reload time of 1.5 seconds, this mode is what sniping is all about. One shot from this will kill most players except for a heavily armored soldier or heavy weapons guy.The other tricky bit about the sniper rifle is that it is a rifle. You can't just snap shot from the hip with it. If you're moving too fast, the rifle simply won't fire.
The longer you aim, the more damage the sniper shot will do.
To aim, just keep holding down the fire button.
When aiming, the view slowly zooms in.
N.B. You can toggle this feature using the "autozoom" command.
- Auto Shot. Although this fire mode does a lot less damage than single shot and uses a lot of ammo, its great for picking off a wounded target, or a fast moving scout.
"autozoom" : Toggle the automatic zooming of the sniper rifle.
The grenade launcher operates as normal.And, of course, he carries the Detpack:
The pipebomb launcher lobs grenades that don't explode until the demoman wants them to. Lay some pipebombs around, and when you want to detonate them, use the "detpipe" alias.
Pipebombs explode of their own accord after 2 minutes, and when the demoman who set them dies.
Also, due to Quake's limit on the number of entities, there's a limit on the number of pipebombs. It's team based, where each team can only have X number of pipebombs in existence at one time. If another pipebomb is launched, one of the older pipebombs is automatically detonated. The limit varies depending on the server.
This is a large-scale explosive device.Commands:
The timer on the Detpack is set by the demoman.
The demoman can use preset timer values using the +det5, +det20, +det50 aliases, or the demoman can specify the exact amount he wants to use. See the Pre-Impulse section below for details on how to do that. It takes 4 seconds to set a detpack, and the demoman cannot move during that time... but at any time, he can stop priming it, retrieve it, and run. To do this, bind a key to one of the detpack aliases.
Then, when you press that key, you'll start setting a detpack.
If you hold down the key for 4 seconds, you'll set the detpack.
While holding down the key, you won't be able to move. But, at any time you can release the key, which will make you stop setting the detpack. Great if you get attacked while trying to set a detpack.
And yes, you will keep your detpack if you stop setting it.
"+det5" : Set the detpack with a 5 second timer.Other Notes:
"+det20" : Set the detpack with a 20 second timer.
"+det50" : Set the detpack with a 50 second timer.
"detpipe" : Detonate your pipebombs.
The Demoman starts with Blast armor, giving him extra protection against explosions.
The medic's axe has two modes: Medikit and BioWeapon.Other Notes:
The medikit has "ammunition" which the medic can replenish by collecting health boxes when he's already at full health.
- In Bioweapon mode, when the medic hits someone with the axe, they will become infected, and begin to lose health. Anyone coming into contact with an infected person also becomes infected, although medics are immune to it.N.B. On TF net servers, the BioWeapon and Medikit are combined into one weapon, to make it easier to use. When you hit someone with the Medikit/Bioweapon the effects depend on the person you hit: You heal teammates, and you infect enemies.
- In Medikit mode, when the medic hits someone with the axe, he will heal them back to full health, and remove any adverse effects they might be feeling, such as Infection, Concussion, Blindness, Burning, or Hallucination.
If the player hit by the Medikit is already at full health, they'll receive 5 Mega-Health. Every time the medic hits the player he'll bestow an extra 5 Mega-Health, upto a limit of 50 over the player's max health. The Mega-Health slowly disappears over time. The Medic uses up 1 medikit ammo for every 5 Mega-Health he applies.
The medic heals himself over time, if he has the available medikit ammo.
It takes 4 cells to power up the assault cannon, and when it begins to fire it eats up shotgun ammo at a frightening rate. Due to the weight and kick of the weapon, the heavy weapons guy must have both feet on the ground to fire it, and cannot move while its spinning.Other Notes:
Also, the longer the weapon is fired, the more unstable the heavy weapon guy's aim becomes.
Due to his size and armor, the heavy weapons guy is not fazed much by injury. He gets knocked around less.
The flamethrower is a good close range weapon. Anyone hit by it takes damage and catches on fire. The more times they are hit by the flamethrower, the more they'll burn.Incendiary Cannon:
It uses cells for ammo.
The incendiary cannon looks and works like a standard rocket launcher, albeit with a slightly longer reload time, and the rockets travel slower. When the incendiary rocks explode, they do a little damage to everyone in their area-of-effect, and then sets them on fire.Other Stuff:
Good for clearing out sniper nests.
It uses 3 rockets per shot.
The Pyro starts with Asbestos armor, giving him extra protection against fire.
The knife gives the Spy his ability to work as an Assassin. He does 2x the damage of the axe with it if he hits an enemy in the front, and 6x the damage of the axe if he stabs them in the back.Tranquiliser Gun:
The tranquiliser gun fires darts coated with a sedative drug. Anyone hit by it suffers a loss in both movement speed and weapon firing speed. It uses shotgun shells for ammo.Undercover:
The spy's main skill is his ability to go undercover. This does one of two things, depending on the server you're playing on. Server admins choose which method they want to use.Feigning:
- Spies become invisible when they go undercover. While undercover, he uses up cells slowly, and if he runs out of them, he becomes visible again. While not undercover, he regenerates cells slowly.If a spy attacks or shoots while undercover, he'll lose his cover.
- Or, the recommended setting, when Spies go undercover, they change their skin and/or color. This is a more complex setting than the invisibility, but ultimately more fun and allows for more strategy.
Other things can force a spy to lose his cover too... they depend upon the map being played. Grabbing a flag usually removes a spies cover.
The spy pretends to die. Note that while you're pretending to be dead, players will still see you move if you look around.Commands:
"disguise" : Go undercover.Other Notes:
"feign" : Feign/Un-Feign death
A Spy can detect undercover enemy spies when he comes into contact with them.
The engineer does most of his work with scrap metal. To an engineer, scrap metal is synonymous with cells. He gets extra metal by collecting backpacks and armor.Spanner:
The engineer uses the spanner in a two ways:RailGun:
- If he hits a teammate with the spanner, he'll repair their armor. It costs the engineer 1 metal for every 4 points of armor repaired.
- If he hits a structure he built, he can perform various operations on the structure. These vary based upon the structure, but he'll always be able to Dismantle or Repair the structure.
The railgun fires small nails at extremely high velocities that punch through most things and keep going. It doesn't do a lot of damage, but it makes up for that with its fast rate-of-fire.Structures:
It uses nails for ammo.
The engineer's main skill is his ability to make structures. Currently, he can make two different structures:Sentry Guns
These little beasties a great for defensive support.Ammo/Armor Dispensers
They have 3 different levels. The higher the level, the more health the sentry has, and the more ammo it can hold. Also, higher levels have a faster rate-of-fire, and level 3 sentries launch rockets every 3 seconds.
Engineers can reload and upgrade sentries by using the spanner.
Engineers can only have one sentry operational at any one time.
These small structures are great for providing ammo for a defensiveEngineers can remotely detonate their structures through the build menu.
group. Over time, ammo and armor is created inside them automatically, although engineers can put ammo or armor into the dispenser by using their spanner.
Anyone else can get ammo/armor from the dispenser by touching it.
"build" : Start building.Other Notes:
The engineer can create ammo. Use the "dropammo" command to do it. If you attempt to drop ammo that you don't have, you will create it instead, if you have enough metal to do so.
Once you've joined a team, you will be shown a list of players that are already in that team, and the classes they're playing. You will then be asked to choose a class.
Once players join a team they cannot change to another team.
Any player who attempts to change their _pants_ color away from the Team Color will be kicked. Shirt colors can be changed freely.
- The number of players in each teamServer admins can set which/both of the two are used.
- The total teamscore of each team
N.B. Server admins can also alter the "level" of Team Equalisation.
They can make equalisation a very subtle change, or they can make it so that losing teams are 10 times as tough as winners. If you feel that a server's Equalisation setting is too high/low, take it up with the server admin, not us.
To make playing multiple classes easier, there's a command called "special".
This command performs the most appropriate action for the player's current class.
Scout : Scan using 30 cells. Sniper : Toggle autozoom. Soldier : Reload weapon. Demoman : Detonate pipebombs. Medic : Change to medikit/bioweapon. HvyWeap : Change to assault cannon. Pyro : Change to flamethrower. Spy : Go undercover. Engineer : Build.
To make teamplay over the net easier, there's a command called "id".
This command effectively fires an invisible bullet, and tells you the name of the player it hits, and whether or not he's an enemy. It has the same range as the shotgun, so basically, if you can see a player, you can ID him.
- If you are a medic, and the player you ID is on your team, you'll also be shown a rough estimate of the player's health.But, everything is different if the player you ID is a spy. When a spy changes color, the patch picks a player on the team that the spy is disguised as. If the spy has changed skin, then it tries to find a player on that team with the same skin. When an enemy ID's the spy, the name reported to the enemy will be the name of the player the spy is pretending to be, not the spy's name. If the spy is pretending to be a player on the same team as the enemy, and the enemy is a medic or engineer, then the enemy will be shown the spy's health or armor. Of course, it is possible for you to ID a player and be told that the player is you... because the spy is pretending to be you :)
- If you are an engineer, and the player you ID is on your team, you'll also be shown a rough estimate of the player's armor level.
You can also ID engineer structures, in which case it'll tell you who built them.
To make medics and engineers more effective, there's a command called "saveme" which other players can use to tell them they need healing or repairing. Players doing this command yell "Medic!" and a large lightning bolt flashes around them. Only medics/engineers on the same team as the player who did the command will see the lightning bolt.
Spies of any team can see it.
This command is only available in Co-Op games. Using the "dropkey" command, players can drop any keys they're carrying so that teammates can pick them up.
You can drop ammo for teammates by using the "dropammo" command. Bind a key to it and press the key. A second later, a menu will appear showing you a list of ammo types. Just select the type you want and you'll drop a box with some of that ammo in it.
Note that once you've learnt the menu, you don't need to wait for it to appear before selecting the ammo type you want to drop.
To make it easier to supply your teammates with ammo, the "discard" alias has been provided. When a player issues the command, he'll drop a backpack containing all the ammo that he cannot use.
New Map Information:
Map Makers can provide a bit of in-game information to players.
Players can read this information using the following aliases:
flaginfo : Display the state of any items the map maker has specified as "flags". In a CTF map, this shows the usual state of the Flags, but in other maps, it might give the status of whatever the map-maker wants.
maphelp : Display some help on the goal of the current map. Only works if the map creator has specified a string.
All basic weapons except the Nailgun and Super Nailgun have clips. When all the ammo in a clip is spent, the weapon is reloaded. This can take anywhere from 1 second for the Shotgun to 4 seconds for the Rocket Launcher. Ammo amounts in the clips varies between weapons.
While reloading, you cannot change weapons.
You can force a reload at any time by using the "reload" alias.
This is good if you've got a few spare seconds, and you've only got one shot left in your rocket launcher clip. The time taken to reload in this manner depends on how many shots you fired in the clip.
inv : Display your inventory
showtf : Display the status of all Toggleflags
special : Do the most appropriate thing for current class.
id : ID the player in your sights.
scout : Change class to Scout
sniper : Change class to Sniper
soldier : Change class to Soldier
demoman : Change class to Demolitions Man
medic : Change class to Combat Medic
hwguy : Change class to Heavy Weapons Guy
pyro : Change class to Pyro
spy : Change class to Spy
engineer : Change class to Engineer
randompc : Change class to Random Class
primeone : Prime a grenade of Type 1
primetwo : Prime a grenade of Type 2
throwgren : Throw whatever grenade you've primed
+gren1 : Bind to a key. Press key primes, release key throws.
+gren2 : Bind to a key. Press key primes, release key throws.
detpipe : Detonate all your pipebombsReloading
reload : Forces a weapon reloadScanner
scane : Toggle detection of enemies with the Scanner
scanf : Toggle detection of friendlies with the Scanner
scan10 : Scan using 10 cells
scan30 : Scan using 30 cells
scan100 : Scan using 100 cells
det5 : Set your detpack for 5 secondsTeam Related
det20 : Set your detpack for 20 seconds
det50 : Set your detpack for 50 seconds
showscores : Display Team Scores
showclasses : Display the Classes of your Team Members
query : Display the current Team Equalisation Factors
dropammo : Drops some ammo
discard : Drops all ammo you can't use
saveme : Indicate you need healing/repairing
dropkey : Drops a key (Co-Op only)
autozoom : Toggle zooming of sniper-rifle (Sniper only)
disguise : Go undercover. (Spy only)
feign : Pretend to die. (Spy only)
build : Build/Detonate a structure. (Engineer only)
flaginfo : Display the state of the flags.Debug Type Stuff
maphelp : Display some help on the goal of the current map.
showloc : Shows you your position on the map. Good for map making.
There are various classes of armor, which protect against various different attack types. Each playerclass is restricted to using only certain types.Player Pushing:
There are 5 types:
Kevlar : absorbs 50% damage from BulletsYou can find out what class of armor you're wearing using the Inventory command. When you pick up armor, the message displayed will tell you what armor class it is, if any.
Blast : absorbs 50% damage from Explosions
Wooden : absorbs 50% damage from Nails
Asbestos: absorbs 50% damage from Fire
Shock : absorbs 50% damage from Electricity
It's upto the map designers to put different armor types into their maps.
You can push players who are on your own team. You can do this by simply walking into them. You'll push them back slowly. The only real advantage of this comes from the fact that anyone with a flag pushes much harder. So if an idiot teammate blocks your way when you're running home with the flag, you can push him outta the way :)Class Changing:
By default, once players have chosen a class, they can't change again. The server can allow players to change classes during a game by setting the deathmatch variable to 3.
"sbar_on"But, in QuakeWorld there's a much better way to set your status bar position. Edit the config.cfg file in your quake\fortress directory and put in the following lines:
This turns the status bar on. If it's already on, it toggles the status bar between two positions. The two positions are designed to put the status bar at the right place on your screen, depending on how you have your console. If you play with no or half console, you want position 2, and if you play with full console you want position 1.
Turns the status bar off.
"sbar_200" "sbar_240" "sbar_300" "sbar_350" "sbar_384" "sbar_400" "sbar_480" "sbar_600" "sbar_768"
These commands tell the status bar which screen resolution you're running in, so it knows where to put itself. The res you want to use is the one that corresponds to the Y value in the res you run quake in.
e.g. if you run quake in 320x200, use "sbar_200"
setinfo sbar_size [position]
setinfo sbar_res [resolution]
[position] is either 1, 2, or 3. The position you should use depends on how much of a console you use:Then, whenever you connect to a QW TF server, it'll automatically turn on the status bar with these settings.
1 : Full Console[resolution] is either 200, 240, 300, 350, 384, 400, 480, 600, or 768. It should correspond to the Y value of the res you run quake in.
2 : Half or No Console
setinfo sbar_size 2These commands only work in QuakeWorld.
setinfo sbar_res 240
Class Persistance On/Off
This option allows you to turn on Class persistance between levels. E.g. If it's on, when you go to a new level each player will stay the same class they were in the last level.Cheat Checking On/Off
This option is automatically turned on in a Co-Op game.
This option toggles whether you want speed checking of players in an attempt to catch people tinkering with their maxspeed. It's not an elegant way of checking, and is by no mean foolproof, so you may wish to turn it off. If you're playing with friends, turn it off and save some of the server's computing time. If you're playing on the net, you might want to leave it on. It's better than nothing :)AutoTeam On/Off
When on, AutoTeam will automatically assign players to the team with the least number of people in it, when the player chooses his/her class.Respawn Delay
When on, players who die cannot respawn for 5 seconds. Suiciding players cannot respawn for 10 seconds.TeamFrags On/Off
When On, this toggleflag makes each player's frag count equal to the number of points his/her team has. Using TAB key you can then see how each team is going.SpyInvis On/Off
When On, spies become invisible when they go undercover. When Off, spies can change their color/skin when they go undercover.Grapple On/Off
When On, players have access to the Grappling Hook.
Scanner Pre-Impulse: 159An example of how to use them:
Detpack Pre-Impulse: 168
The scout's Motion Detector has a Pre-Impulse of 159. You specify the amount of energy you want to spend on the scan with an impulse after it. So if you wanted to use 50 energy to scan, you would do Impulse 159 followed by Impulse 50. The recommended way to do this is to bind a key to an alias. In the console, you could do this:Note that Pre-Impulses don't work reliably over high-lag connections.
alias scan_50 "impulse 159; wait; impulse 50"This would make 'S' do a scan using 50 energy.
bind S scan_50
This is the base version. It's run when you play a single player game on your home computer. Because there's no limitations on bandwidth, limits on the number of flames, pipebombs, etc, are very lax.Internet TF
This is the progs.dat in the root directory of the TF zip.
This version has much the same functionality as the LAN version, but with tighter reins on the number of entities existing, to cut down on lag. Pyros cannot lay flames on the floor and walls like they can in LAN. The limit on the number of pipebombs is much lower.QuakeWorld TF
Many other changes, all along the same line... keep that lag down.
This is the progs.dat in the \altprogs directory of the TF zip.
This version works like the Internet TF does, but with a lot of extra functionality that only QuakeWorld allows. QuakeWorld servers are more customizable due to the serverinfo capability.LAN QuakeWorld TF
This is the qwprogs.dat in the root directory of the TF zip.
This is the LAN version compiled for QuakeWorld. It has all the LAN features and the QuakeWorld features.Each of these versions are produced from the same source code. Before compiling, comment out the appropriate lines in the options.qc file to select the version you want to compile to.
This is the qwprogs.dat in the \altprogs directory of the TF zip.
Moderated list for discussions/questions on TF's map code.
- To join, mail:
email@example.com with a subject of "subscribe".
- Then, to post to it, mail:
UnModerated list for discussions/questions on running a TF server.
- To join, mail:
firstname.lastname@example.org with a subject of "subscribe".
- Then, to post to it, mail:
Moderated list for discussions/questions/suggestions/etc on TF itself.
- To join, mail:
email@example.com with a subject of "subscribe".
- Then, to post to it, mail:
Robin "Bro" Walker - Designer & Coder
John "Jojie" Cook - Designer, Coder & Map Maker
Ian "Scuba" Caughley - Designer, Coder, Modeller, & Texturer
Antony "Examiner" Suter - Coder
Jamie "TyR" Mactaggert - Map maker
Damian "Shitscab" Scott - Scriptwriter
Peter Wilson, Nick Wilson.
Alexandre Brouaux (firstname.lastname@example.org)
Mirv Grenade code was influenced by code from Steve Bond (email@example.com)
Pipebomb code was influenced by code from AsmodeusB (firstname.lastname@example.org)
Status Bar code was influenced by code from Zoid (email@example.com)
Scout Scanner was influenced by Requiem (firstname.lastname@example.org)