#LyX 1.3 created this file. For more info see http://www.lyx.org/
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\language english
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\layout Title
TREMULOUS 1.1.0
\layout Standard
\begin_inset LatexCommand \tableofcontents{}
\end_inset
\layout Section
Introduction
\layout Standard
Tremulous is a first person shooter featuring two opposing teams, humans
and aliens.
Both teams are able to build structures such as spawn points, which are
vital to their victory.
The goal of Tremulous is to eliminate the opposing team and all of their
spawn points.
\layout Standard
Each team in Tremulous differs fundamentally from the other.
The aliens are class based, with two classes initially available: the alien
team's builder, known as the Granger, and the Dretch, the weakest offensive
alien.
The aliens are awarded frags for killing their foes which may be used to
evolve into stronger classes, capable of greater and more varied maneuvers.
In contrast the human team is upgrade based, receiving credits for kills
that may be exchanged at an Armoury structure for new weapons, armour and
equipment.
Two such upgrades are available for free: a rifle and a construction kit,
used for building structures.
\layout Standard
During a game of Tremulous, each team occupies one of three stages of developmen
t.
These stages are reached by accruing more than a specific total number
of kills by the whole team.
Each new stage unlocks new classes, upgrades and buildable structures.
If one team reaches a stage significantly earlier than the other team it
stands a better chance of defeating the opposing team.
\layout Standard
Section
\begin_inset LatexCommand \ref{sec:Game}
\end_inset
details the content of the game including the various controls that are
used to play.
Section
\begin_inset LatexCommand \ref{sec:Technical}
\end_inset
describes some technical aspects of how Tremulous works.
It is not necessary to read this section in order to play the game.
\layout Section
\begin_inset LatexCommand \label{sec:Game}
\end_inset
Game
\layout Subsection
Aliens
\layout Standard
Two classes are available upon joining the alien team: the Dretch and the
Granger.
As you gain kills, you may use your earned frags to evolve into higher
classes with the
\noun on
Use Structure/Evolve
\noun default
button.
The alien team is mostly limited to melee attacks and must use stealth
and speed to defeat the longer range humans.
All aliens automatically regenerate health at a slow rate.
\layout Subsubsection
Classes
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Granger
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename granger.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Build
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Destroy Structure
\end_inset
\begin_inset Text
\layout Standard
\noun on
Deconstruct Structure
\noun default
on an alien structure
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\end_inset
\layout Standard
The
\emph on
Granger
\emph default
is the alien team's builder class.
\noun on
Primary Attack
\noun default
will bring up a menu of structures available for building.
After selecting a structure a glowing outline of it will appear.
When this outline is green you can use the
\noun on
Primary Attack
\noun default
button to place it.
The outline changes to red when the structure cannot be placed in its current
location.
To cancel placing the structure press the
\noun on
Secondary Attack
\noun default
button.
To remove a placed structure use the
\noun on
Deconstruct Structure
\noun default
button.
After building or deconstructing a structure a timer will appear in the
lower right corner of the screen.
Until this timer expires you cannot create or destroy another building.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Advanced Granger
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename agranger.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Build
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Slash
\end_inset
\begin_inset Text
\layout Standard
\noun on
Secondary Attack
\end_inset
\begin_inset Text
\layout Standard
Lob Projectile
\end_inset
\begin_inset Text
\layout Standard
\noun on
Activate Upgrade
\end_inset
\begin_inset Text
\layout Standard
Destroy Structure
\end_inset
\begin_inset Text
\layout Standard
\noun on
Deconstruct Structure
\noun default
on an alien structure
\end_inset
\begin_inset Text
\layout Standard
Wallwalk
\end_inset
\begin_inset Text
\layout Standard
\noun on
Crouch
\end_inset
\end_inset
\layout Standard
The
\emph on
Advanced Granger
\emph default
becomes available at no cost when the alien team reaches stage two.
In addition to the
\emph on
Granger's
\emph default
abilities, the
\emph on
Advanced Granger
\emph default
can move faster, jump higher, walk on walls and attack with a slash or
by lobbing small projectiles with the
\noun on
Activate Upgrade
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Dretch
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename dretch.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Bite
\end_inset
\begin_inset Text
\layout Standard
Touch a human
\end_inset
\begin_inset Text
\layout Standard
Wallwalk
\end_inset
\begin_inset Text
\layout Standard
\noun on
Crouch
\end_inset
\end_inset
\layout Standard
The
\emph on
Dretch
\emph default
is the alien team's weakest offensive class.
Its only attack is to make forward contact with a human player or human
defensive structure.
The amount of damage dealt to a human depends on what armour they were
wearing and where they were hit, with headshots resulting in the most damage.
\emph on
Dretches
\emph default
can also wallwalk; toggle it by pressing the
\noun on
Crouch
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Basilisk
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename basilisk.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 1
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Slash
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Grab
\end_inset
\begin_inset Text
\layout Standard
Touch a human
\end_inset
\begin_inset Text
\layout Standard
Wallwalk
\end_inset
\begin_inset Text
\layout Standard
\noun on
Crouch
\end_inset
\end_inset
\layout Standard
The
\emph on
Basilisk
\emph default
attacks by using the
\noun on
Primary Attack
\noun default
button.
It can also grab human players by making contact with them at close range.
This freezes humans in place and, if they're not wearing a
\emph on
Battlesuit
\emph default
, restricts their ability to turn.
The
\emph on
Basilisk
\emph default
can also wallwalk; toggle it by pressing the
\noun on
Crouch
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Advanced Basilisk
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename abasilisk.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 2
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Slash
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Gas
\end_inset
\begin_inset Text
\layout Standard
\noun on
Secondary Attack
\end_inset
\begin_inset Text
\layout Standard
Grab
\end_inset
\begin_inset Text
\layout Standard
Touch a human
\end_inset
\begin_inset Text
\layout Standard
Wallwalk
\end_inset
\begin_inset Text
\layout Standard
\noun on
Crouch
\end_inset
\end_inset
\layout Standard
In addition to the
\emph on
Basilisk's
\emph default
abilities, the
\emph on
Advanced Basilisk
\emph default
can spray a cloud of noxious gas that will disorient and poison affected
human players.
Humans equipped with a
\emph on
Battlesuit
\emph default
are immune to gas.
Use this ability with the
\noun on
Secondary Attack
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Marauder
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename marauder.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 2
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Bite
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Wall Jump
\end_inset
\begin_inset Text
\layout Standard
Jump into a wall while holding down
\noun on
Jump
\end_inset
\end_inset
\layout Standard
The
\emph on
Marauder
\emph default
attacks with the
\noun on
Primary Attack
\noun default
button and has the ability to rebound off walls.
To use this ability jump towards a wall and hold down the
\noun on
Jump
\noun default
button.
When you hit the wall you will be propelled upward and in the direction
opposite of the wall.
As long as you continue hitting walls you will continue wall jumping.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Advanced Marauder
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename amarauder.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 3
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Bite
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Zap
\end_inset
\begin_inset Text
\layout Standard
\noun on
Secondary Attack
\end_inset
\begin_inset Text
\layout Standard
Wall Jump
\end_inset
\begin_inset Text
\layout Standard
Jump into a wall while holding down
\noun on
Jump
\end_inset
\end_inset
\layout Standard
In addition to the
\emph on
Marauder's
\emph default
abilities, the
\emph on
Advanced Marauder
\emph default
can use a chain lightning attack.
To use this, press the
\noun on
Secondary Attack
\noun default
button while aiming at a nearby human or human structure.
If it connects the electric shock will jump to up to two other nearby targets
doing full damage to the first, half damage to the second and one third
damage to the third over a period of one second provided the attacker stays
within range.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Dragoon
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename dragoon.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 3
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Bite
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Pounce
\end_inset
\begin_inset Text
\layout Standard
Hold down
\noun on
Secondary Attack
\noun default
briefly then release
\end_inset
\end_inset
\layout Standard
The
\emph on
Dragoon
\emph default
attacks by either biting with the
\noun on
Primary Attack
\noun default
button or pouncing with
\noun on
Secondary Attack
\noun default
.
To pounce, first hold down the
\noun on
Secondary Attack
\noun default
button to charge up, then release to leap forward and damage anything that
gets in the way.
While charging you will be unable to jump normally and will move at a reduced
rate.
Aim up a little to fly further when pouncing.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Advanced Dragoon
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename adragoon.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 4
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Bite
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Pounce
\end_inset
\begin_inset Text
\layout Standard
Hold down
\noun on
Secondary Attack
\noun default
briefly then release
\end_inset
\begin_inset Text
\layout Standard
Shoot Barb
\end_inset
\begin_inset Text
\layout Standard
\noun on
Activate Upgrade
\end_inset
\end_inset
\layout Standard
In addition to the
\emph on
Dragoon's
\emph default
abilities, the
\emph on
Advanced Dragoon
\emph default
can fire long ranged spiked barbs with the
\noun on
Activate Upgrade
\noun default
button.
Up to three of these barbs may be held in reserve and they regenerate automatic
ally over time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Tyrant
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename tyrant.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 5
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Ability
\end_inset
\begin_inset Text
\layout Standard
Control
\end_inset
\begin_inset Text
\layout Standard
Slash
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
Trample
\end_inset
\begin_inset Text
\layout Standard
Hold down
\noun on
Secondary Attack
\noun default
briefly then release
\end_inset
\begin_inset Text
\layout Standard
Healing Aura
\end_inset
\begin_inset Text
\layout Standard
Stand close to teammates to increase their regeneration rate
\end_inset
\end_inset
\layout Standard
The
\emph on
Tyrant
\emph default
attacks by either slashing with the
\noun on
Primary Attack
\noun default
button or trampling with
\noun on
Secondary Attack
\noun default
.
To trample, first hold down the
\noun on
Secondary Attack
\noun default
button while moving forward to charge up, then release to run at high speed
for a short time, damaging anything in your path.
The
\emph on
Tyrant
\emph default
also has a healing aura that will double the regeneration rate of lower
class aliens within range.
\layout Subsubsection
Structures
\layout Standard
All alien structures must be built in proximity to an
\emph on
Egg
\emph default
or an
\emph on
Overmind
\emph default
.
All alien structures require the presence of an
\emph on
Overmind
\emph default
to function.
All alien structures create `creep' around their bases that slows human
movement.
When destroyed, alien structures explode in a shower of acid harmful to
humans.
All structures may be built on level floors and when
\emph on
Advanced Grangers
\emph default
become available some structures may also be built on walls and ceilings.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Overmind
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename overmind.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Overmind
\emph default
is the collective consciousness that controls all the alien structures
in a map and enables aliens to evolve into higher forms.
There can only be one
\emph on
Overmind
\emph default
and it must be alive before any other structures can be built.
If the
\emph on
Overmind
\emph default
is destroyed then all structures besides
\emph on
Eggs
\emph default
cease to function and every alien loses the ability to upgrade their class
until a new
\emph on
Overmind
\emph default
is built.
The
\emph on
Overmind
\emph default
has a limited amount of `sentience' which is distributed amongst every
other structure built, each having its own cost.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Egg
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename egg.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 10
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Egg
\emph default
is the most basic and important alien structure; it is from these that
aliens spawn into the game.
They are also the only structure that continues to function in the absence
of an
\emph on
Overmind
\emph default
.
\emph on
Eggs
\emph default
may be built on ceilings.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Acid Tube
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename acidtube.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 8
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\emph on
Acid Tubes
\emph default
are the primary defensive structure for the alien team.
When approached by a human they eject lethal acid in all directions, even
over other structures.
\emph on
Acid Tubes
\emph default
may be built on walls and ceilings.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Barricade
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename barricade.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 10
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\emph on
Barricades
\emph default
are used to obstruct corridors and doorways, hindering human movement and
line-of-sight.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Trapper
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename trapper.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 8
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\emph on
Trappers
\emph default
fire a blob of adhesive spit at any human in their line of sight, freezing
them in place and, if they're not wearing a
\emph on
Battlesuit
\emph default
, restricts their ability to turn.
\emph on
Trappers
\emph default
may be built on walls and ceilings, and are rarely effective when built
on floors.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Booster
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename booster.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 12
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
Any alien that touches a
\emph on
Booster
\emph default
is provided with a poison enhancement on all their melee attacks for a
limited time.
Poison causes victims to lose health steadily over time unless they use
a
\emph on
Medkit
\emph default
or visit a
\emph on
Medistation
\emph default
.
Poison does not work against humans equipped with a
\emph on
Battlesuit
\emph default
.
The
\emph on
Booster
\emph default
will also double the regeneration rate of any nearby aliens with the exception
of
\emph on
Tyrants
\emph default
.
The healing aura of a
\emph on
Tyrant
\emph off
\emph default
i
\emph off
s not
\emph default
cumulative
\emph off
with the healing effect of boosters.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Hovel
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename hovel.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
\emph on
Hovels
\emph default
are armored shells that
\emph on
Grangers
\emph default
may hide in should the need arise.
There can only be one Hovel.
They may be entered and exited with the
\noun on
Use Structure/Evolve
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Hive
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename hive.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Sentience: 12
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
\emph on
Hives
\emph default
house millions of tiny insectoid aliens.
When a human approaches the structure the insects attack.
\emph on
Hives
\emph default
may be built on ceilings.
\layout Subsection
Humans
\layout Subsubsection
Weapons
\layout Standard
Humans may spawn with either the
\emph on
Construction Kit
\emph default
or the
\emph on
Rifle
\emph default
.
As credits are earned, humans may sell their old upgrades and purchase
new ones at an
\emph on
Armoury
\emph default
structure.
Ammo may be refilled for normal weapons at
\emph on
Armouries
\emph default
, or at
\emph on
Reactors
\emph default
and
\emph on
Repeaters
\emph default
for energy weapons, all at no cost.
Players may only carry one weapon at a time, excluding the
\emph on
Blaster
\emph default
.
In general the humans rely on long range weapons to make up for their lack
of mobility relative to the alien team.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Construction Kit
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename ckit.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Construction Kit
\emph default
is the humans' method of building structures.
The
\noun on
Primary
\noun default
\noun on
Attack
\noun default
button will bring up a menu of structures available for building.
After selecting a structure, a glowing outline of it will appear.
When this outline is green, pressing the
\noun on
Primary Attack
\noun default
button will place it.
When the outline is red, the structure cannot be placed in its current
location.
To cancel placing the structure, press the
\noun on
Secondary Attack
\noun default
button.
To remove a placed structure, use the
\noun on
Deconstruct Structure
\noun default
button.
After building or deconstructing a structure, a timer will show up in the
lower right corner of the screen.
Until this timer expires, you cannot create, destroy or repair any structures.
Damaged structures may otherwise be repaired with the
\noun on
Secondary Attack
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Advanced Construction Kit
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename ackit.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
At stage two an upgraded
\emph on
Construction Kit
\emph default
becomes available that allows the building of more advanced structures.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Blaster
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename blaster.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Blaster
\emph default
is the human team's standard issue backup weapon.
All players spawn with one automatically and may not exchange it for another
weapon.
The
\emph on
Blaster
\emph default
fires a weak projectile and uses no ammo.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Rifle
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename rifle.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Rifle
\emph default
is the human team's most basic weapon and is available from spawning.
It rapidly fires moderately accurate shots with clip sizes of 30.
Up to 6 extra clips may be carried at a time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Pain Saw
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename psaw.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 100
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Pain Saw
\emph default
is a powerful melee weapon that emits a steady electric hum when in use.
It uses no ammunition.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Shotgun
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename shotgun.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 150
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Shotgun
\emph default
fires 8 pellets at a wide angle and is thus best used in close quarters.
It holds 8 shots per clip and 3 extra clips may be carried at a time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Las Gun
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename lasgun.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 250
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Las Gun
\emph default
is similar to the
\emph on
Rifle
\emph default
but is more powerful, accurate, slower to fire and uses no clips.
It is an energy weapon and so must be refilled at a
\emph on
Reactor
\emph default
or
\emph on
Repeater
\emph default
.
It can hold up to 200 cells at a time, or 300 with a
\emph on
Battery Pack
\emph default
.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Mass Driver
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename mdriver.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 350
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Mass Driver
\emph default
fires powerful, accurate shots at a slow rate of fire.
It is an energy weapon and holds 5 shots per clip, or 7 with a
\emph on
Battery Pack
\emph default
.
Up to 4 extra clips may be carried at a time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Chaingun
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename chaingun.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 400
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Chaingun
\emph default
is a powerful, wildly inaccurate rapid-fire weapon.
It holds up to 300 bullets at a time and is best used when crouching to
reduce its kickback.
Humans equipped with a
\emph on
Battlesuit
\emph default
do not experience this kickback.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Pulse Rifle
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename prifle.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 400
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
The
\emph on
Pulse Rifle
\emph default
is an energy weapon that fires projectiles at high speeds.
It holds up to 50 cells per clip, or 75 with a
\emph on
Battery Pack
\emph default
.
Up to 4 extra clips may be carried at a time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Grenade
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename grenade.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 200
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
The
\emph on
Grenade
\emph default
is a hand held explosive device.
It is thrown for a short distance by using the
\noun on
Activate Upgrade
\noun default
button.
After a brief delay it will explode and cause tremendous damage to anything
in its area of effect.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Flamethrower
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename flamer.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 450
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
The
\emph on
Flamethrower
\emph default
is a short range incendiary weapon.
It holds up to 150 shots at a time and can easily damage the careless wielder.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Lucifer Cannon
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename lcannon.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 600
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
The
\emph on
Lucifer Cannon
\emph default
is the human team's most devastating weapon.
It is an energy weapon that can hold up to 90 cells at a time, or 135 with
a
\emph on
Battery Pack
\emph default
.
By holding down the
\noun on
Primary Attack
\noun default
button, a player may charge up a powerful, slow moving projectile with
splash damage.
The longer the attack is charged the more powerful the projectile and the
more ammo used.
If the attack is charged for too long the weapon will explode, damaging
the player.
The
\noun on
Secondary Attack
\noun default
button fires a smaller projectile that requires no charging.
\layout Subsubsection
Upgrades
\layout Standard
Human players may equip themselves with any number of the following upgrades,
with a few exceptions: the
\emph on
Jet Pack
\emph default
and
\emph on
Battery Pack
\emph default
may not be used together and the
\emph on
Battlesuit
\emph default
may not be used with the
\emph on
Jet Pack
\emph default
,
\emph on
Battery Pack
\emph default
,
\emph on
Light Armour
\emph default
, or
\emph on
Helmet
\emph default
.
Only one of any type of upgrade may be carried at a time.
Upgrades that do not grant an intrinsic effect must be selected in the
player's inventory with the
\noun on
Next Upgrade
\noun default
and
\noun on
Previous Upgrade
\noun default
buttons and then activated with the
\noun on
Activate Upgrade
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Light Armour
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename larmour.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 70
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\emph on
Light Armour
\emph default
grants the wearer improved defense to the torso and leg areas.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Helmet
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename helmet.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 90
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
The
\emph on
Helmet
\emph default
improves the defense of the wearer's head and also displays a radar that
shows the relative positions of nearby enemies and enemy structures.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Medkit
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
\emph on
Medkits
\emph default
are a free holdable given to every human upon spawning and refilled at
\emph on
Medistations
\emph default
to players with full health.
They may not be refilled or exchanged at
\emph on
Armouries
\emph default
.
When used with the
\noun on
Activate Upgrade
\noun default
button,
\emph on
Medkits
\emph default
immediately begin restoring health at a slow rate, gradually speeding up
until all damage incurred before the
\emph on
Medkit
\emph default
was activated is healed.
Additionally, if a human is poisoned, using a
\emph on
Medkit
\emph default
will cure the poison and confer a 30 second immunity to poison.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Battery Pack
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename battpack.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 100
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Battery Pack
\emph default
increases the maximum ammo capacity of energy weapons by 50%.
It may not be used in conjunction with the
\emph on
Jet Pack
\emph default
.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Jet Pack
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename jetpack.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 120
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
The
\emph on
Jet Pack
\emph default
grants the wearer the power of slow but unlimited flight.
When activated with the
\noun on
Activate Upgrade
\noun default
button, a player may ascend or descend using the
\noun on
Jump
\noun default
or
\noun on
Crouch
\noun default
buttons, respectively.
The
\emph on
Jet Pack
\emph default
ceases to function if there is no operational
\emph on
Reactor
\emph default
present.
Additionally it temporarily cuts out if the player receives any damage.
The
\emph on
Jet Pack
\emph default
may not be used in conjunction with the
\emph on
Battery Pack
\emph default
.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Battlesuit
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename bsuit.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Cost: 400
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
The
\emph on
Battlesuit
\emph default
provides a significant defensive boost to the wearer's entire body.
Due to this coverage, the
\emph on
Battlesuit
\emph default
may not be used in conjunction with any other wearable upgrade (
\emph on
Light Armour
\emph default
,
\emph on
Helmet
\emph default
,
\emph on
Battery Pack
\emph default
, and
\emph on
Jet Pack
\emph default
).
Players are also prevented from crouching while wearing Battlesuits.
\layout Subsubsection
Structures
\layout Standard
All human structures must be built in proximity to a
\emph on
Reactor
\emph default
or a
\emph on
Repeater
\emph default
.
With
\emph on
Telenodes
\emph default
as the only exception, all structures require the presence of a working
\emph on
Reactor
\emph default
to function.
All human structures explode in a powerful blast harmful to anything within
their radius when destroyed.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Reactor
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename reactor.jpg
scale 75
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Reactor
\emph default
is the power source for all human structures in a map.
There may only be one
\emph on
Reactor
\emph default
, and it must be present before any structures other than
\emph on
Repeaters
\emph default
can be built.
If the
\emph on
Reactor
\emph default
is destroyed then all structures besides
\emph on
Telenodes
\emph default
cease to function.
The
\emph on
Reactor
\emph default
has a limited amount of power which is distributed among every other structure
built, each having its own cost.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Telenode
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename telenode.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 10
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Telenode
\emph default
is the most basic and fundamental human structure; it is from these that
humans spawn into the game.
They are also the only structure that continues to function in the absence
of a
\emph on
Reactor
\emph default
.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Machine Gun Turret
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename turret.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 8
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Machine Gun Turret
\emph default
is the primary defensive structure for the human team.
While they have a clear line of sight to an alien within their range, they
will track and fire at the alien until it is dead.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Tesla Generator
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename tesla.jpg
scale 80
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 10
\end_inset
\begin_inset Text
\layout Standard
Stage: 3
\end_inset
\end_inset
\layout Standard
\emph on
Tesla Generators
\emph default
are a defensive structure that will unconditionally hit any target within
their range and line of sight with an electrical surge.
To be built and function, a
\emph on
Tesla Generator
\emph default
requires the presence of a
\emph on
Defense Computer
\emph default
somewhere in the map.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Armoury
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename armoury.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 10
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Armoury
\emph default
is an essential part of every human base, allowing upgrades beyond the
basic spawning equipment to be bought and exchanged.
It is the sole means of human advancement.
To use an
\emph on
Armoury
\emph default
, approach it and press the
\noun on
Use Structure/Evolve
\noun default
button.
Ammo for non-energy weapons may also be acquired at no cost from an
\emph on
Armoury
\emph default
by using the
\noun on
Buy Ammo
\noun default
button.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Defense Computer
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename dcc.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 8
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\emph on
Defense Computers
\emph default
coordinate the attacks of
\emph on
Machine Gun Turrets
\emph default
, preventing them from firing at a single target when multiple targets are
available.
They are also required for the production of
\emph on
Tesla Generators
\emph default
.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Medistation
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename medistat.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 8
\end_inset
\begin_inset Text
\layout Standard
Stage: 1
\end_inset
\end_inset
\layout Standard
The
\emph on
Medistation
\emph default
provides the only means for humans to heal themselves.
By standing on one, a human will quickly regenerate health up to their
maximum of 100.
\emph on
Medistations
\emph default
will also refill
\emph on
Medkits
\emph default
to humans with full health.
Only one person may use a
\emph on
Medistation
\emph default
at a time.
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
\emph on
Repeater
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
\begin_inset Graphics
filename repeater.jpg
scale 85
\end_inset
\end_inset
\begin_inset Text
\layout Standard
\end_inset
\begin_inset Text
\layout Standard
Power: 0
\end_inset
\begin_inset Text
\layout Standard
Stage: 2
\end_inset
\end_inset
\layout Standard
\emph on
Repeaters
\emph default
serve as power distributors that may be built anywhere not already powered,
even when no
\emph on
Reactor
\emph default
is present.
Any other structure may be built in proximity to a working
\emph on
Repeater
\emph default
as if it were a
\emph on
Reactor
\emph default
.
If a
\emph on
Repeater
\emph default
powers nothing for 90 seconds, it will automatically self destruct.
\layout Section
\begin_inset LatexCommand \label{sec:Technical}
\end_inset
Technical
\layout Subsection
Bindings
\layout Standard
\align center
\begin_inset Tabular
\begin_inset Text
\layout Standard
Name in menu
\end_inset
\begin_inset Text
\layout Standard
Binding
\end_inset
\begin_inset Text
\layout Standard
Function
\end_inset
\begin_inset Text
\layout Standard
\noun on
Primary Attack
\end_inset
\begin_inset Text
\layout Standard
\series bold
+attack
\end_inset
\begin_inset Text
\layout Standard
Use primary attack function.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Secondary Attack
\end_inset
\begin_inset Text
\layout Standard
\series bold
+button5
\end_inset
\begin_inset Text
\layout Standard
Use secondary attack function.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Previous Upgrade
\end_inset
\begin_inset Text
\layout Standard
\series bold
weapprev
\end_inset
\begin_inset Text
\layout Standard
As human, preselect the previous upgrade in your inventory.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Next Upgrade
\end_inset
\begin_inset Text
\layout Standard
\series bold
weapnext
\end_inset
\begin_inset Text
\layout Standard
As human, preselect the next upgrade in your inventory.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Activate Upgrade
\end_inset
\begin_inset Text
\layout Standard
\series bold
+button2
\end_inset
\begin_inset Text
\layout Standard
As human, activate the current preselected inventory item.
Also used for some alien abilities.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Reload
\end_inset
\begin_inset Text
\layout Standard
\series bold
reload
\end_inset
\begin_inset Text
\layout Standard
As human, reload the selected weapon.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Buy Ammo
\end_inset
\begin_inset Text
\layout Standard
\series bold
buy ammo
\end_inset
\begin_inset Text
\layout Standard
As human, buy ammo from an
\emph on
armoury
\emph default
,
\emph on
repeater
\emph default
or
\emph on
reactor
\emph default
.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Use Medkit
\end_inset
\begin_inset Text
\layout Standard
\series bold
itemact medkit
\end_inset
\begin_inset Text
\layout Standard
As human, activate your
\emph on
Medkit
\emph default
.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Use Structure/Evolve
\end_inset
\begin_inset Text
\layout Standard
\series bold
+button7
\end_inset
\begin_inset Text
\layout Standard
As human, use the structure in front of the player.
As alien, evolve into a different class.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Deconstruct Structure
\end_inset
\begin_inset Text
\layout Standard
\series bold
deconstruct
\end_inset
\begin_inset Text
\layout Standard
As a builder class, deconstruct the structure in front of the player cleanly.
\end_inset
\begin_inset Text
\layout Standard
\noun on
Sprint
\end_inset
\begin_inset Text
\layout Standard
\series bold
boost
\end_inset
\begin_inset Text
\layout Standard
Run faster.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
destroy
\end_inset
\begin_inset Text
\layout Standard
As a builder class, destroy the structure in front of the player.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
itemact
\end_inset
\begin_inset Text
\layout Standard
If held, activate the specified item.
For weapons this will select them.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
itemdeact
\end_inset
\begin_inset Text
\layout Standard
If held, deactivate the specified item.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
itemtoggle
\end_inset
\begin_inset Text
\layout Standard
If held, toggle the state of the specified item.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
sell
\end_inset
\begin_inset Text
\layout Standard
If held and within range of an
\emph on
armoury
\emph default
, sell the specified item.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
sell weapons
\end_inset
\begin_inset Text
\layout Standard
If within range of an
\emph on
armoury
\emph default
, sell all weapons.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
sell upgrades
\end_inset
\begin_inset Text
\layout Standard
If within range of an
\emph on
armoury
\emph default
, sell all upgrades.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
buy
\end_inset
\begin_inset Text
\layout Standard
If within range of an
\emph on
armoury
\emph default
and sufficiently wealthy, buy the specified item.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
class
\end_inset
\begin_inset Text
\layout Standard
Given sufficient kills, evolve to the specified class.
\end_inset
\begin_inset Text
\layout Standard
--
\end_inset
\begin_inset Text
\layout Standard
\series bold
build
\end_inset
\begin_inset Text
\layout Standard
As a builder class, build the specified structure.
\end_inset
\end_inset
\layout Standard
\series bold
\series default
--
\emph on
blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun,
lcannon, psaw, gren, medkit, jetpack
\layout Standard
\series bold
\series default
--
\emph on
builder, builderupg, level0, level1, level1upg, level2, level2upg, level3,
level3upg, level4
\layout Standard
\series bold
\series default
--
\emph on
eggpod, barricade, booster, acid_tube, hive, trapper, overmind, hovel, telenode,
medistat, mgturret, tesla, dcc, arm, reactor, repeater
\layout Subsection
Particle System
\layout Standard
Files matching the pattern scripts/*.particle are loaded as particle system
description files.
Each .particle file can contain an arbitrary number of discrete particle
systems, much like a .shader file can house many shaders.
A particle system is declared by a name followed by curly braces within
which the functionality of the particle system is defined.
For example:
\layout LyX-Code
aShinyNewParticleSystem { }
\layout Standard
Inside the particle system declaration are placed up to four particle ejectors.
Ejectors are identified by the keyword ejector and curly braces:
\layout LyX-Code
aShinyNewParticleSystem
\layout LyX-Code
{
\layout LyX-Code
ejector { }
\layout LyX-Code
ejector { }
\layout LyX-Code
thirdPersonOnly
\layout LyX-Code
}
\layout Standard
The thirdPersonOnly keyword may be used to specify that the particle system
is not visible from the first person if it relates to that client.
The role of the particle ejector is to create some number of new particles
at a defined rate.
These attributes are controlled by the following parameters:
\layout Itemize
\emph on
count |infinite
\emph default
- the number of particles this ejector will spawn.
\layout Itemize
\emph on
delay
\emph default
- the delay in msec before the ejector starts spawning.
\layout Itemize
\emph on
period
\emph default
- the period between particle ejections.
\layout Standard
It is perfectly acceptable to have an initial period of zero.
In this case the number of particles specified by the count keyword will
be ejected at once.
It is not permissible to have count infinite and a period of zero for obvious
reasons.
\layout Standard
At ejection time each ejector creates up to four new particles based on
templates.
These are specified in the ejector section using the particle keyword:
\layout LyX-Code
aShinyNewParticleSystem
\layout LyX-Code
{
\layout LyX-Code
ejector
\layout LyX-Code
{
\layout LyX-Code
particle { }
\layout LyX-Code
particle { }
\layout LyX-Code
count 50
\layout LyX-Code
delay 0
\layout LyX-Code
period 0 - 0
\layout LyX-Code
}
\layout LyX-Code
}
\layout Standard
Each particle template has a number of attributes:
\layout Itemize
\emph on
shader |sync ...
\emph default
- this specifies the shaders to use for the particle.
The frame rate can be set to a static rate or the
\emph on
sync
\emph default
parameter can be used in which case the frame rate will be synchronised
to the lifetime of the particle such that the first frame is displayed
on birth and the last frame is displayed immediately before death.
\layout Itemize
model ...
- use one of the specified models as the particle.
This cannot be used in conjunction with the shader keyword.
\layout Itemize
modelAnmation |sync - animation
parameters to use when model particles are employed.
\layout Itemize
\emph on
displacement
\emph default
- a static displacement about the attachment point.
The
\emph on
variance
\emph default
parameter specifies a random displacement in all axes.
\layout Itemize
\emph on
normalDisplacement
\emph default
- for particle systems that have their normal set (impact particle systems
for example) this specifies the magnitude of a displacement along the normal.
\layout Itemize
\emph on
velocityType static|static_transform|tag|cent|normal
\emph default
- this specifies how the particle will compute its initial velocity.
\emph on
static
\emph default
means it is specified statically in the .particle file,
\emph on
static_transform means the same, except that it is transformed by the orientatio
n matrix of what it is attached to, tag
\emph default
means the velocity is in the direction of the tag it is attached to,
\emph on
cent
\emph default
means the velocity is in the direction of the cent it is attached to and
\emph on
normal
\emph default
means the velocity is in the direction of the particle system normal.
\layout Itemize
\emph on
velocityDir linear|point
\emph default
- this specifies whether the initial velocity is computed as a simple direction
or as the direction towards a secondary point (defined by
\emph on
velocityPoint
\emph default
or dynamically through
\emph on
velocityType cent
\emph default
).
\layout Itemize
\emph on
velocity
\emph default
- for when
\emph on
velocityType
\emph default
\emph on
static
\emph default
is present this specifies the direction.
The
\emph on
variance
\emph default
here is specified in degrees e.g.
"~5" - up to 5 degrees deviation.
\layout Itemize
\emph on
velocityMagnitude
\emph default
- the magnitude of the velocity.
\layout Itemize
\emph on
velocityPoint
\emph default
- for when
\emph on
velocityType static
\emph default
and
\emph on
velocityDir point
\emph default
are present this specifies the point to move towards.
\layout Itemize
\emph on
parentVelocityFraction
\emph default
- for when the particle system is attached to a cent this specifies the
fraction of the cent's velocity that is added to the particle's velocity.
\layout Itemize
\emph on
accelerationType static|static_transform|tag|cent|normal
\emph default
- this specifies how the particle will compute its acceleration.
\emph on
static
\emph default
means it is specified statically in the .particle file,
\emph on
static_transform means the same, except that it is transformed by the orientatio
n matrix of what it is attached to,
\emph default
\emph on
tag
\emph default
means the acceleration is in the direction of the tag it is attached to,
\emph on
cent
\emph default
means the acceleration is in the direction of the cent it is attached to
and
\emph on
normal
\emph default
means the acceleration is in the direction of the particle system normal.
\layout Itemize
\emph on
accelerationDir linear|point
\emph default
- this specifies whether the acceleration is computed as a simple direction
or as the direction towards a secondary point (defined by
\emph on
accelerationPoint
\emph default
or dynamically through
\emph on
accelerationType cent
\emph default
).
\layout Itemize
\emph on
acceleration
\emph default
- for when
\emph on
accelerationType
\emph default
static is present this specifies the direction.
The
\emph on
variance
\emph default
here is specified in degrees e.g.
"~5" - up to 5 degrees deviation.
\layout Itemize
\emph on
accelerationMagnitude
\emph default
- the magnitude of the acceleration.
\layout Itemize
\emph on
accelerationPoint
\emph default
- for when
\emph on
accelerationType static
\emph default
and
\emph on
accelerationDir point
\emph default
are present this specifies the point to move towards.
\layout Itemize
\emph on
bounce |cull
\emph default
- the fraction of velocity that is reflected when a particle collides.
If this is set to 0.0 the particle won't collide.
When
\emph on
cull
\emph default
is used particles are culled as soon as they collide with objects.
\layout Itemize
bounceMark - make a mark at each bounce point
for up to bounces.
\layout Itemize
bounceSound - make a sound at each bounce point for up to
bounces.
\layout Itemize
dynamicLight { }
- attach a dynamic light to this particle.
\layout Itemize
color { } { } - color the particle
where refers to the initial color component and refers to the final
color component.
\layout Itemize
\emph on
overdrawProtection
\emph default
- cull particles that occupy a large amount of screen space.
\layout Itemize
\emph on
realLight
\emph default
- light particles using the lightgrid instead of fullbright.
\layout Itemize
\emph on
cullOnStartSolid
\emph default
- cull particles that are spawned inside brushes.
\layout Itemize
\emph on
radius
\emph default
- the radius of the particle throughout its lifetime.
The
\emph on
delay
\emph default
parameter specifies the time in msec before radius scaling begins.
The
\emph on
initial
\emph default
and
\emph on
final
\emph default
parameters specify the radii of the particle in quake units.
\layout Itemize
\emph on
alpha
\emph default
- the alpha of the particle throughout its lifetime.
The
\emph on
delay
\emph default
parameter specifies the time in msec before alpha scaling begins.
The
\emph on
initial
\emph default
and
\emph on
final
\emph default
parameters specify the alpha of the particle where 1.0 is totally opaque
and 0.0 is totally transparent.
\layout Itemize
\emph on
rotation
\emph default
- the rotation of the particle throughout its lifetime.
The
\emph on
delay
\emph default
parameter specifies the time in msec before the rotation begins.
The
\emph on
initial
\emph default
and
\emph on
final
\emph default
parameters specify the rotation of the particle in degrees.
\layout Itemize
\emph on
lifeTime