From 6bd236bb4e5c59e8f767188c11d205383acafe63 Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Thu, 8 Dec 2005 18:37:14 +0000 Subject: * Removed the tremulous-manual and tremulous_ui directories since I merged them before --- tremulous-manual/manual.lyx | 7086 ------------------------- tremulous_ui/connect.menu | 13 - tremulous_ui/createfavorite.menu | 129 - tremulous_ui/createserver.menu | 547 -- tremulous_ui/error.menu | 103 - tremulous_ui/findplayer.menu | 245 - tremulous_ui/hud.txt | 11 - tremulous_ui/infopanes.def | 350 -- tremulous_ui/infopanes.def.h | 418 -- tremulous_ui/ingame.menu | 135 - tremulous_ui/ingame.txt | 11 - tremulous_ui/ingame_about.menu | 173 - tremulous_ui/ingame_callteamvote.menu | 175 - tremulous_ui/ingame_callvote.menu | 276 - tremulous_ui/ingame_leave.menu | 331 -- tremulous_ui/ingame_options.menu | 1991 ------- tremulous_ui/ingame_vote.menu | 515 -- tremulous_ui/joinserver.menu | 772 --- tremulous_ui/loading.menu | 193 - tremulous_ui/main.menu | 141 - tremulous_ui/menus.txt | 19 - tremulous_ui/mod.menu | 106 - tremulous_ui/password.menu | 92 - tremulous_ui/ptrc.menu | 111 - tremulous_ui/punkbuster.menu | 292 - tremulous_ui/quit.menu | 102 - tremulous_ui/quitcredit.menu | 431 -- tremulous_ui/serverinfo.menu | 143 - tremulous_ui/teamscore.menu | 286 - tremulous_ui/tremulous.txt | 19 - tremulous_ui/tremulous_alien_builder_hud.menu | 307 -- tremulous_ui/tremulous_alien_general_hud.menu | 296 -- tremulous_ui/tremulous_alienbuild.menu | 117 - tremulous_ui/tremulous_alienclass.menu | 139 - tremulous_ui/tremulous_aliendialogs.menu | 85 - tremulous_ui/tremulous_alienupgrade.menu | 117 - tremulous_ui/tremulous_default_hud.menu | 103 - tremulous_ui/tremulous_human_hud.menu | 398 -- tremulous_ui/tremulous_humanarmoury.menu | 165 - tremulous_ui/tremulous_humanbuild.menu | 116 - tremulous_ui/tremulous_humandialogs.menu | 85 - tremulous_ui/tremulous_humanitem.menu | 139 - tremulous_ui/tremulous_teamselect.menu | 117 - 43 files changed, 17400 deletions(-) delete mode 100644 tremulous-manual/manual.lyx delete mode 100644 tremulous_ui/connect.menu delete mode 100644 tremulous_ui/createfavorite.menu delete mode 100644 tremulous_ui/createserver.menu delete mode 100644 tremulous_ui/error.menu delete mode 100644 tremulous_ui/findplayer.menu delete mode 100644 tremulous_ui/hud.txt delete mode 100644 tremulous_ui/infopanes.def delete mode 100644 tremulous_ui/infopanes.def.h delete mode 100644 tremulous_ui/ingame.menu delete mode 100644 tremulous_ui/ingame.txt delete mode 100644 tremulous_ui/ingame_about.menu delete mode 100644 tremulous_ui/ingame_callteamvote.menu delete mode 100644 tremulous_ui/ingame_callvote.menu delete mode 100644 tremulous_ui/ingame_leave.menu delete mode 100644 tremulous_ui/ingame_options.menu delete mode 100644 tremulous_ui/ingame_vote.menu delete mode 100644 tremulous_ui/joinserver.menu delete mode 100644 tremulous_ui/loading.menu delete mode 100644 tremulous_ui/main.menu delete mode 100644 tremulous_ui/menus.txt delete mode 100644 tremulous_ui/mod.menu delete mode 100644 tremulous_ui/password.menu delete mode 100644 tremulous_ui/ptrc.menu delete mode 100644 tremulous_ui/punkbuster.menu delete mode 100644 tremulous_ui/quit.menu delete mode 100644 tremulous_ui/quitcredit.menu delete mode 100644 tremulous_ui/serverinfo.menu delete mode 100644 tremulous_ui/teamscore.menu delete mode 100644 tremulous_ui/tremulous.txt delete mode 100644 tremulous_ui/tremulous_alien_builder_hud.menu delete mode 100644 tremulous_ui/tremulous_alien_general_hud.menu delete mode 100644 tremulous_ui/tremulous_alienbuild.menu delete mode 100644 tremulous_ui/tremulous_alienclass.menu delete mode 100644 tremulous_ui/tremulous_aliendialogs.menu delete mode 100644 tremulous_ui/tremulous_alienupgrade.menu delete mode 100644 tremulous_ui/tremulous_default_hud.menu delete mode 100644 tremulous_ui/tremulous_human_hud.menu delete mode 100644 tremulous_ui/tremulous_humanarmoury.menu delete mode 100644 tremulous_ui/tremulous_humanbuild.menu delete mode 100644 tremulous_ui/tremulous_humandialogs.menu delete mode 100644 tremulous_ui/tremulous_humanitem.menu delete mode 100644 tremulous_ui/tremulous_teamselect.menu diff --git a/tremulous-manual/manual.lyx b/tremulous-manual/manual.lyx deleted file mode 100644 index 30cf4830..00000000 --- a/tremulous-manual/manual.lyx +++ /dev/null @@ -1,7086 +0,0 @@ -#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 1.0.2 -\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: 10 -\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: 8 -\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. - 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 - -} -\layout Standard - -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 - - -\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|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 -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|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 -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 - - -\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