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mod_nehahra/nehmulti.txt
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mod_nehahra/nehmulti.txt
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NEHAHRA DEATHMATCH/COOP
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-----------------------
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Nehahra Multiplayer works the same way good old Quake does. Not much
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has changed except some optimizations. However, there are a few
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included features which I took the liberty of adding before this
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release and in waiting for the multiplayer capable exe to be ready.
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PLAYER MODEL/SKIN
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In single player, you are the Jack Torres model, not that you see yourself
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in single player unless you have CHASE_ACTIVE 1 which doesn't really work
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as nicely as we would have liked.
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In Coop and Deathmatch:
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You are not restricted to using the standard QuakeGuy.
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There is a console command called PMODEL which sets your model/skin.
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There is not a great variety but enough to make DM interesting. Note
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that all thrown heads are the standard head, this was a last minute
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addition I decided to put in.
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Pmodel will be saved in your config.cfg as well.
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PMODEL
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0 = standard Qguy
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1 = Grunt
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2 = Ogre Mutant
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3 = Labguy
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4 = Major Bent
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5 = Jack Torres
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To switch models, you'd simply type PMODEL # ((# being the model number)).
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This is indeed stored in your config.cfg file and will always be set when
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you connect, to whatever value you last set the pmodel to.
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When you switch pmodels, it will respawn you frag loss free. This opens up
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room for abuse but it's especially important for certain deathmatch modes
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like Deathmatch 3 which will be later described. The name of the game is
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fun anyway =]
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DEATHMATCH 3
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Teamplay Deathmatch in conjunction with use of skins. ((i.e.
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qguys versus Grunts, Bents versus Labguys :>)). Like skin/models
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cannot injure like skin/models.
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TYPE (or Bind to a key) 'IMPULSE 221' to check on overall team scores.
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Keep in mind that this keeps track of the scores even if someone leaves,
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it doesn't recount the scores each time, it records it at the gain or loss
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of every frag.
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DEATHMATCH 4
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This is deathmatch in the air :) Potentially anyway. Everyone has
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constant flight as if they had the Flight Artifact.
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This probably wouldn't work well on all levels, but if you come to find
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a favorite. You could probably run a 1 map server for a while and suck
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all the fun out of it you can. Flight can enable you to get to a lot
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of places you otherwise could not and will spoil the "illusion" of many
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levels depending on how they are built.
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DEATHMATCH 5
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DeathMatch Mode 5 is a little something I put in for myself but I think
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others may appreciate it as well. Among other things, Mode 5 allows
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you to run DM games on maps that are not otherwise DMable (due to
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lack of weapons placed in the level, info_player_deathmatch entities, etc).
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But this is not to say that I would condone using it to play on
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Nehahra SP levels and other non-Id SP levels because many levels
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simply weren't built for this.
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Sometimes the exits of certain maps (Nehahra SP maps in particular) are
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not easily accessible from multiplayer(sometimes the death of a monster may
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open a door for example) so the usage of FRAGLIMIT and/or
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TIMELIMIT is highly recommended.
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However, this works very nicely in normal DM maps.
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When looking for a location to spawn, Mode 5 will use both
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info_player_deathmatch and info_player_coop. Each player spawns with
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all weapons and some ammo for each weapon. 50 shells, 50 nails, 50 cells,
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and 10 rockets. It also gives you one regeneration artifact.
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OTHER NOTES:
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1. Demo cutscenes will be skipped in COOP/DM just as if CUTSCENE = 0
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2. In-level cutscenes will be skipped in COOP/DM.
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3. Fog can be toggled from the client side so any mapper wishing to do
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a DM level is advised not to count on it being there and
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unchangable.
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4. You can use the Nehahra.exe to connect to normal netquake servers,
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but you must be running the nehahra.exe to connect to a nehahra.exe
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server.
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