From 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Wed, 22 Mar 2017 17:56:34 +0100 Subject: Funko sources as released by Rotacak. --- misc/manual.lyx | 8358 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 8358 insertions(+) create mode 100644 misc/manual.lyx (limited to 'misc/manual.lyx') diff --git a/misc/manual.lyx b/misc/manual.lyx new file mode 100644 index 0000000..a8450bc --- /dev/null +++ b/misc/manual.lyx @@ -0,0 +1,8358 @@ +#LyX 1.3 created this file. For more info see http://www.lyx.org/ +\lyxformat 221 +\textclass article +\language english +\inputencoding auto +\fontscheme pslatex +\graphics default +\paperfontsize default +\spacing single +\papersize a4paper +\paperpackage a4 +\use_geometry 1 +\use_amsmath 0 +\use_natbib 0 +\use_numerical_citations 0 +\paperorientation portrait +\leftmargin 2cm +\topmargin 2cm +\rightmargin 2cm +\bottommargin 2cm +\secnumdepth 3 +\tocdepth 3 +\paragraph_separation skip +\defskip medskip +\quotes_language english +\quotes_times 2 +\papercolumns 1 +\papersides 1 +\paperpagestyle empty + +\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