#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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Granger \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename granger.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="3" columns="3"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell multicolumn="1" alignment="left" valignment="top" bottomline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> <cell multicolumn="2" alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Build \end_inset </cell> <cell multicolumn="1" alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> <cell multicolumn="2" alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Destroy Structure \end_inset </cell> <cell multicolumn="1" alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Deconstruct Structure \noun default on an alien structure \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Advanced Granger \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename agranger.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="6" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Build \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Slash \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Lob Projectile \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Destroy Structure \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Deconstruct Structure \noun default on an alien structure \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wallwalk \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Crouch \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Dretch \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename dretch.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Bite \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Touch a human \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wallwalk \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Crouch \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Basilisk \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename basilisk.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 1 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="4" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Slash \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Grab \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Touch a human \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wallwalk \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Crouch \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Advanced Basilisk \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename abasilisk.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 2 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="5" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Slash \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Gas \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Grab \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Touch a human \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wallwalk \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Crouch \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Marauder \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename marauder.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 2 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Bite \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wall Jump \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Jump into a wall while holding down \noun on Jump \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Advanced Marauder \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename amarauder.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 3 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="4" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Bite \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Zap \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Wall Jump \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Jump into a wall while holding down \noun on Jump \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Dragoon \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename dragoon.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 3 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Bite \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Pounce \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Advanced Dragoon \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename adragoon.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 4 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="4" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Bite \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Pounce \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Shoot Barb \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Tyrant \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename tyrant.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 5 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \align center \begin_inset Tabular <lyxtabular version="3" rows="4" columns="2"> <features> <column alignment="left" valignment="top" rightline="true" width="0"> <column alignment="left" valignment="top" width="0"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Ability \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Control \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Slash \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Trample \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Healing Aura \end_inset </cell> <cell alignment="left" valignment="top" leftline="true" usebox="none"> \begin_inset Text \layout Standard Stand close to teammates to increase their regeneration rate \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Overmind \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename overmind.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Egg \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename egg.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 10 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Acid Tube \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename acidtube.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard Barricade \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename barricade.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 10 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Trapper \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename trapper.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard Booster \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename booster.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 12 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Hovel \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename hovel.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Hive \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename hive.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Sentience: 12 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Construction Kit \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename ckit.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Advanced Construction Kit \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename ackit.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Blaster \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename blaster.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Rifle \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename rifle.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Pain Saw \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename psaw.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 100 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Shotgun \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename shotgun.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 150 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Las Gun \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename lasgun.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 250 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Mass Driver \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename mdriver.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 350 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Chaingun \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename chaingun.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 400 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Pulse Rifle \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename prifle.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 400 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Grenade \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename grenade.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 200 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Flamethrower \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename flamer.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 450 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Lucifer Cannon \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename lcannon.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 600 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Light Armour \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename larmour.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 70 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Helmet \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename helmet.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 90 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="2" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Medkit \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Battery Pack \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename battpack.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 100 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Jet Pack \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename jetpack.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 120 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Battlesuit \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename bsuit.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Cost: 400 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Reactor \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename reactor.jpg scale 75 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Telenode \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename telenode.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 10 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Machine Gun Turret \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename turret.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Tesla Generator \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename tesla.jpg scale 80 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 10 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 3 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Armoury \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename armoury.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 10 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Defense Computer \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename dcc.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Medistation \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename medistat.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 1 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="3" columns="2"> <features> <column alignment="left" valignment="top" width="0"> <column alignment="right" valignment="top" width="0"> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \emph on Repeater \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell multicolumn="1" alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard \begin_inset Graphics filename repeater.jpg scale 85 \end_inset \end_inset </cell> <cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Power: 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Stage: 2 \end_inset </cell> </row> </lyxtabular> \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 <lyxtabular version="3" rows="22" columns="3"> <features islongtable="true"> <column alignment="block" valignment="top" rightline="true" width="4cm"> <column alignment="block" valignment="top" rightline="true" width="4cm"> <column alignment="block" valignment="top" width="5.5cm"> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Name in menu \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard Binding \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Function \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Primary Attack \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold +attack \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Use primary attack function. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold +button5 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Use secondary attack function. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Previous Upgrade \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold weapprev \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, preselect the previous upgrade in your inventory. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Next Upgrade \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold weapnext \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, preselect the next upgrade in your inventory. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold +button2 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, activate the current preselected inventory item. Also used for some alien abilities. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Reload \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold reload \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, reload the selected weapon. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Buy Ammo \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold buy ammo \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \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 </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Use Medkit \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold itemact medkit \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, activate your \emph on Medkit \emph default . \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Use Structure/Evolve \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold +button7 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As human, use the structure in front of the player. As alien, evolve into a different class. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Deconstruct Structure \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold deconstruct \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As a builder class, deconstruct the structure in front of the player cleanly. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \noun on Sprint \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold boost \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Run faster. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold destroy \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As a builder class, destroy the structure in front of the player. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold itemact <item> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If held, activate the specified item. For weapons this will select them. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold itemdeact <item> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If held, deactivate the specified item. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold itemtoggle <item> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If held, toggle the state of the specified item. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold sell <item> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If held and within range of an \emph on armoury \emph default , sell the specified item. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold sell weapons \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default , sell all weapons. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold sell upgrades \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default , sell all upgrades. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold buy <item> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default and sufficiently wealthy, buy the specified item. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold class <class> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Given sufficient kills, evolve to the specified class. \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard -- \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard \series bold build <structure> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard As a builder class, build the specified structure. \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard \series bold <item> \series default -- \emph on blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun, lcannon, psaw, gren, medkit, jetpack \layout Standard \series bold <class> \series default -- \emph on builder, builderupg, level0, level1, level1upg, level2, level2upg, level3, level3upg, level4 \layout Standard \series bold <structure> \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 <number>|infinite \emph default - the number of particles this ejector will spawn. \layout Itemize \emph on delay <msec> \emph default - the delay in msec before the ejector starts spawning. \layout Itemize \emph on period <initial> <final> <variance> \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 <fps>|sync <shader1> <shader2> ... <shaderN> \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 <model1> <model2> ... <modelN> - use one of the specified models as the particle. This cannot be used in conjunction with the shader keyword. \layout Itemize modelAnmation <firstFrame> <numFrames> <loopFrames> <fps>|sync - animation parameters to use when model particles are employed. \layout Itemize \emph on displacement <x> <y> <z> <variance> \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 <displacement> \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 <x> <y> <z> <variance> \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 <magnitude> \emph default - the magnitude of the velocity. \layout Itemize \emph on velocityPoint <x> <y> <z> <variance> \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 <fraction> \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 <x> <y> <z> <variance> \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 <magnitude> \emph default - the magnitude of the acceleration. \layout Itemize \emph on accelerationPoint <x> <y> <z> <variance> \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 <fraction>|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 <count> <radius> <shader> - make a mark at each bounce point for up to <count> bounces. \layout Itemize bounceSound <count> <sound> - make a sound at each bounce point for up to <count> bounces. \layout Itemize dynamicLight <delayRadius> <initialRadius> <finalRadius> { <r> <g> <b> } - attach a dynamic light to this particle. \layout Itemize color <delay> { <ir> <ig> <ib> } { <fr> <fg> <fb> } - color the particle where <i.> refers to the initial color component and <f.> 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 <delay> <initial> <final> \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 <delay> <initial> <final> \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 <delay> <initial> <final> \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 <time> \emph default - the lifetime of the particle. \layout Itemize \emph on childSystem <particle system> \emph default - specifies a particle system to attach to this particle. \layout Itemize childTrailSystem <trail system> - specifies a trail system to attach to this particle. \layout Itemize \emph on onDeathSystem <particle system> \emph default - specifies a particle system to spawn at the point where this particle died. \layout Standard Except for vector components, \emph on shader fps ... \emph default and \emph on period <initial <final> <variance> \emph default , every value can be specified with a random variance. The syntax for this is as follows: \layout LyX-Code [value][~variance[%]] \layout Standard So the following forms are possible, where random is a random number between 0.0 and 1.0 inclusive: \layout LyX-Code 5.0 // 5.0 \layout LyX-Code 5.0~8.0 // 5.0 + ( random * 8.0 ) \layout LyX-Code 5.0~200% // 5.0 + ( random * 5.0 * 200% ) \layout LyX-Code ~7.0 // random * 7.0 \layout Standard This allows for relatively flexible randomisation of most of the particle's parameters. For parameters taking an initial and final value, specifying the final value as '-' will result in a final value the same as the initial value. \layout Standard For the purposes of map based particle systems using \emph on misc_particle_system \emph default it is safe to ignore \emph on velocityType \emph default and \emph on accelerationType tag|cent|normal \emph default , \emph on normalDisplacement \emph default and \emph on parentVelocityFraction \emph default altogether. \layout Standard Of course, it is not necessary to specify every parameter documented here for every particle system. If a parameter is not included it will usually default to zero. C/C++ style comments can be used throughout. There are an enormous number of possible combinations of particle systems parameters and as such it is impractical to test them all. For this reason it is possible that certain permutations do not behave as expected or wrongly. In this case you may have discovered a bug - let us know. Having said this when you're having problems with a particle system make sure you scroll up the console and check that it compiled OK, I've written the parser to be very intolerant of error. \layout Standard Here is an example particle system: \layout LyX-Code aShinyNewParticleSystem \layout LyX-Code { \layout LyX-Code ejector \layout LyX-Code { \layout LyX-Code particle \layout LyX-Code { \layout LyX-Code shader sync shader1 shader2 \layout LyX-Code \layout LyX-Code velocityType static \layout LyX-Code velocityDir linear \layout LyX-Code velocityMagnitude 200 \layout LyX-Code velocity 0 0 1 ~30 \layout LyX-Code \layout LyX-Code accelerationType static \layout LyX-Code accelerationDir linear \layout LyX-Code accelerationMagnitude 50 \layout LyX-Code acceleration 0 0 1 ~0 \layout LyX-Code \layout LyX-Code radius 0 10.0 50.0 \layout LyX-Code alpha 0 1.0 1.0 \layout LyX-Code rotation 0 ~360 - \layout LyX-Code bounce 0.4 \layout LyX-Code lifeTime 1500 \layout LyX-Code } \layout LyX-Code \layout LyX-Code count 50 \layout LyX-Code delay 0 \layout LyX-Code period 0 - 0 \layout LyX-Code } \layout LyX-Code } \layout Subsection Trail System \layout Standard Files matching the pattern scripts/*.trail are loaded as trail system description files. Each .trail file can contain an arbitrary number of discrete trail systems, much like a .shader file can house many shaders. A trail system is declared by a name followed by curly braces within which the functionality of the trail system is defined. For example: \layout LyX-Code aShinyNewTrailSystem { } \layout Standard Inside the particle system declaration are placed up to four trail beams. Beams are identified by the keyword beam and curly braces: \layout LyX-Code aShinyNewTrailSystem \layout LyX-Code { \layout LyX-Code beam { } \layout LyX-Code beam { } \layout LyX-Code thirdPersonOnly \layout LyX-Code } \layout Standard The thirdPersonOnly keyword may be used to specify that the trail system is not visible from the first person if it relates to that client. A trail beam describes the appearance of one element of the trail system: \layout LyX-Code \layout Itemize \emph on shader <shader> - the shader to use to texture this beam. \layout Itemize segments <number> - the number of quads that make up the beam. \layout Itemize width <frontWidth> <backWidth> - the width of the beam at the front and back. \layout Itemize alpha <frontAlpha> <backAlpha> - the alpha of the beam at the front and back. \layout Itemize color { <fr> <fg> <fb> } { <br> <bg> <bb> } - the color of the beam at the front and back. \layout Itemize segmentTime <time> - how long a single segment lasts when the trail is only attached at one end. \layout Itemize fadeOutTime <time> - how long this beam takes to fade away. \layout Itemize textureType [stretch <frontTC> <backTC>]|[repeat [front|back] <repeatLength>] - how to texture the beam. stretch causes the texture to be stretched from the front to the back using the specified texture coordinates. repeat causes the texture to be repeated over a specified length either from the front or the back. \layout Itemize model <model1> <model2> ... <modelN> - use one of the specified models as the particle. This cannot be used in conjunction with the shader keyword. \layout Itemize modelAnmation <firstFrame> <numFrames> <loopFrames> <fps>|sync - animation parameters to use when model particles are employed. \layout Itemize \emph on realLight \emph default - light particles using the lightgrid instead of fullbright. \layout Itemize jitter <magnitude> <period> - this specifies a random jitter of the position of each beam node by magnitude every period. \layout Itemize jitterAttachments - if this is specified the end points of the beam are jittered as well as the intervening nodes. \layout Subsection Map Rotation System \layout Standard The file \emph on maprotation.cfg \emph default is used to describe up to 16 map rotations which may be used by a Tremulous server. In its most simple form, the syntax is as follows: \layout LyX-Code mapRotation1 \layout LyX-Code { \layout LyX-Code map1 \layout LyX-Code map2 \layout LyX-Code map3 \layout LyX-Code } \layout LyX-Code \layout LyX-Code mapRotation2 \layout LyX-Code { \layout LyX-Code map6 \layout LyX-Code map3 \layout LyX-Code map9 \layout LyX-Code } \layout Standard This specifies two rotations, each consisting of three maps. The contents of the cvar \emph on g_initialMapRotation \emph default specifies the map rotation to start after the map the server was started with has finished. It is possible to specify a list of server commands to be run after a map has finished: \layout LyX-Code mapRotation3 \layout LyX-Code { \layout LyX-Code map1 \layout LyX-Code { \layout LyX-Code set sv_hostname \begin_inset Quotes eld \end_inset Just finished map1! \begin_inset Quotes erd \end_inset \layout LyX-Code set g_teamForceBalance 0 \layout LyX-Code } \layout LyX-Code \layout LyX-Code map2 \layout LyX-Code { \layout LyX-Code set g_teamForceBalance 1 \layout LyX-Code } \layout LyX-Code \layout LyX-Code map3 \layout LyX-Code } \layout Standard Primitive logic is also available: \layout LyX-Code mapRotation4 \layout LyX-Code { \layout LyX-Code map1 \layout LyX-Code goto map3 \layout LyX-Code \layout LyX-Code map2 \layout LyX-Code if numClients > 8 \layout LyX-Code mapRotation3 \layout LyX-Code \layout LyX-Code map3 \layout LyX-Code if lastWin aliens \layout LyX-Code mapRotation2 \layout LyX-Code \layout LyX-Code if random \layout LyX-Code mapRotation1 \layout LyX-Code } \layout LyX-Code \layout LyX-Code mapRotation5 \layout LyX-Code { \layout LyX-Code map1 \layout LyX-Code if lastWin humans \layout LyX-Code map4 \layout LyX-Code map2 \layout LyX-Code map3 \layout LyX-Code goto map1 \layout LyX-Code map4 \layout LyX-Code map5 \layout LyX-Code } \layout Standard The \series bold goto \series default keyword is used to unconditionally branch to either another map \emph on in the current rotation \emph default or another map rotation entirely. The \series bold if \series default keyword is used in conjunction with a condition to decide whether or not to branch to the specified map or rotation (as with the \series bold goto \series default keyword). The condition itself can be one of \series bold numClients <op> <number> \series default , \series bold lastWin <team> \series default or \series bold random \series default , where \series bold <op> \series default is \series bold < \series default , \series bold > \series default or \series bold = \series default and \series bold <team> \series default is \series bold aliens \series default or \series bold humans \series default . The \series bold random \series default condition simply chooses whether or not to execute the change randomly, with each outcome equally likely. \layout Subsection Server Administration System (g_admin) \layout Standard The Tremulous game code has a built-in administration system which can work outside of traditional server console/rcon admin commands. Instead of passwords, administration rights are granted on a unique player identifier called cl_guid. Because of this, day to day administration tasks (like !kick and !mute) can easily be shared among a server's regular players without the risk of giving those players too much power or having to share passwords. \layout Standard Although specific admin rights can be granted to an individual, rights are primarily handed through a level system. By default there are 6 levels defined (0-5). Players with out any admin status are treated as level 0 with various additiona l rights added to each following level with level 5 having full rights. You can change what rights each level has by editing the configuration file (see below). Levels are referenced by number, but they can also be given names. There can up to 32 levels defined. The number used to define the level has special significance since rights are handled very heirarchically (e.g. a level 4 admin can not !mute a level 5 admin since his victim has a higher level). \layout Standard Administrator rights can granted with !setlevel command so a server operator need not leave the game, edit files, restart, or even type a password to adjust another player's admin status. However, the configuration for this system is contained in an easy to edit text file that allows a great deal of flexibility in configuring fine-grained access rights for each user and/or access level. \layout Subsubsection Quick Start \layout Standard To get started, you simply need to ensure that the g_admin cvar is set to the name of a writable data file (default is \begin_inset Quotes eld \end_inset admin.dat \begin_inset Quotes erd \end_inset ). Then connect to the server with your Tremulous client, then run the following command in your client console: \layout LyX-Code /rcon YOUR_RCON_PASSORD !setlevel YOUR_NAME 5 \layout Standard By default, the level 5 user is a super-user and has access to all '!' commands. From that point you can use the /!help command in your client to familiarize yourself with all the commands. \layout Subsubsection Related Cvars \layout Standard \begin_inset Tabular <lyxtabular version="3" rows="5" columns="2"> <features islongtable="true"> <column alignment="left" valignment="top" width="0"> <column alignment="block" valignment="top" leftline="true" width="5.5cm"> <row> <cell multicolumn="1" alignment="left" valignment="top" usebox="none"> \begin_inset Text \layout Standard g_admin <string> \end_inset </cell> <cell alignment="center" valignment="top" usebox="none"> \begin_inset Text \layout Standard Set <string> to the name of the file in the fs_game directory that should contain all admin data such as admin definitions and bans. \layout Standard If set to a blank string \begin_inset Quotes eld \end_inset \begin_inset Quotes erd \end_inset admin commands will not be available. \layout Standard Example: \layout Standard set g_admin \begin_inset Quotes eld \end_inset admin.dat \begin_inset Quotes erd \end_inset \layout Standard Defaults to \begin_inset Quotes eld \end_inset admin.dat \begin_inset Quotes erd \end_inset (off) \end_inset </cell> </row> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard g_adminLog <string> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Set <string> to the name of the file in the fs_game directory that will log all '!' commands. \layout Standard Defaults to \begin_inset Quotes eld \end_inset admin.log \begin_inset Quotes erd \end_inset \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard g_adminParseSay <integer> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Set this to non-zero if you want the admin system to accept commands in player chat messages. \layout Standard Default is 1 (on) \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard g_adminNameProtect <integer> \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Set this to non-zero if you want the admin system to lock each admin's name to his cl_guid to prevent imporsonation. \layout Standard Default is 1 (on) \end_inset </cell> </row> <row> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard g_adminTempBan \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard Set this to the time a player should be automatically banned for when he/she is vote kicked or kicked with the !kick command. \layout Standard Default is 2m (two minutes) \end_inset </cell> </row> </lyxtabular> \end_inset \layout Subsubsection Data File Format \layout Standard All admin authorization, configuration, and ban information is storedin the file identified with the g_admin cvar. This file is plain text and each of the data elements are seperated by blank lines. The supported data elements are [level], [admin], [ban], and [command]. \layout Standard The [level] block is used to define which admin rights a user of a particular level has. For example: \layout LyX-Code [level] \layout LyX-Code level = 3 \layout LyX-Code name = Level 3 Admin \layout LyX-Code flags = i1ahCpPkmy \layout Standard This definition grants all level 3 admins all the commands identified by the characters in the flags string (see flags table below). \layout Standard The [admin] block is used to define all players with administrative rights as identified by their cl_guid. These blocks are created/updated/deleted automatically when the !setlevel command is used. Additionally, these blocks can be used to grant special rights to specific users above or below the rights given to that user's [level] definition. For example: \layout LyX-Code [admin] \layout LyX-Code name = bill \layout LyX-Code guid = 1ABABAA74D54C3D25722E5E21121334 \layout LyX-Code level = 3 \layout LyX-Code flags = B-ym \layout Standard This grants the user bill all the rights of a level 3 user, plus the 'B' flag which grants access to the !showbans command. It also takes away from bill the !allready (y) command and the !mute and !unmute (m) commands. \layout Standard The [ban] block is created with the !ban command, removed with the !unban command (or when it expires), and modified with the !adjustban command. Both the guid and the ip parameters are used for ban enforement. The ip parameter can also be used to crudely widen the scope of the IP ban. For example: \layout LyX-Code [ban] \layout LyX-Code name = all !nexterholland@ \layout LyX-Code guid = ABCABCABCABCABCABCABCABCABCABCAB \layout LyX-Code ip = 206.248.131. \layout LyX-Code reason = banned by admin \layout LyX-Code made = 04/18/06 19:15:35 \layout LyX-Code expires = 0 \layout LyX-Code banner = Fry \layout Standard This would prevent anyone with an IP address inside of 206.248.131.0/24 or with the cl_guid ABCABCABCABCABCABCABCABCABCABCAB from connecting to the server. The expires field is the UNIX timestamp when the ban is no longer in effect, the special case is 0 which means it never expires. \layout Standard The [command] block can be used to create simple ! commands. The most practial use is to create certain .cfg files which change game settings and allow high ranking admins to load up those settings through a ! command. For example: \layout LyX-Code [command] \layout LyX-Code command = havefun \layout LyX-Code exec = exec fun.cfg \layout LyX-Code desc = Load up some crazy settings/commands levels = 4 5 \layout Standard This would allow all level 4 and 5 admins to run the command !havefun which would be similar to running the command \begin_inset Quotes eld \end_inset exec fun.cfg \begin_inset Quotes erd \end_inset on the server console. \layout Subsubsection Admin Flags \layout Standard Both the [level] and [admin] blocks have the flags parameter which is a string of characters that grant access rights. The following table shows the flags for built-in COMMANDS: \layout Standard \begin_inset Tabular <lyxtabular version="3" rows="22" columns="2"> <features islongtable="true"> <column alignment="center" valignment="top" leftline="true" width="0"> <column alignment="left" valignment="top" leftline="true" rightline="true" width="0"> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard FLAG \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard COMMAND \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard a \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !admintest \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard y \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !allready \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard b \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !ban/!unban/!adjustban \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard c \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !cancelvote \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard h \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !help \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard k \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !kick \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard D \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !listadmins \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard i \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !listplayers \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard K \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !lock/!unlock \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard m \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !mute/!unmute \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard e \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !namelog \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard n \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !nextmap \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard V \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !passvote \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard p \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !putteam \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard G \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !readconfig \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard N \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !rename \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard r \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !restart \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard s \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !setlevel \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard B \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !showbans \end_inset </cell> </row> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard P \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !spec999 \end_inset </cell> </row> <row bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard C \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard !time \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard The following table shows the flags for RIGHTS: \layout Standard \begin_inset Tabular <lyxtabular version="3" rows="13" columns="2"> <features islongtable="true"> <column alignment="center" valignment="top" leftline="true" width="0"> <column alignment="left" valignment="top" leftline="true" rightline="true" width="0"> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard FLAG \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard RIGHT \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 1 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard cannot be vote kicked \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 3 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard never loses credits/evo for switching teams \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 4 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard can see team chat as a spectator \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 5 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard can switch teams regardless of balance settings \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 6 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard does not need to specify a reason for kick/ban \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 7 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard can call a vote at any time regardless of g_voteLimit \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 8 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard does not need to specify a duration for a ban \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 9 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard can run commands in team chat \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard 0 \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard inactivity settings do not apply \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard ! \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard no ! commands can be used on a player with this flag \end_inset </cell> </row> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard @ \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard does not show up as an admin in the output of !listplayers \end_inset </cell> </row> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard $ \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard sees additional player info in the output of !listplayers \end_inset </cell> </row> </lyxtabular> \end_inset \layout Standard In addition, there are 3 special case characters in the flags string: \layout Standard \begin_inset Tabular <lyxtabular version="3" rows="4" columns="2"> <features islongtable="true"> <column alignment="center" valignment="top" leftline="true" width="0"> <column alignment="block" valignment="top" leftline="true" rightline="true" width="5.5cm"> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard FLAG \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard MEANING \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard * \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard signifies ALL commands and rights any flags following this character are negated. The only exceptions are the ! and @ flags which must be given to individual admins explicitly. \end_inset </cell> </row> <row topline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard + \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard any flags following this flag will be ADDED. this is implied at the beginning of any flags string so it's pretty much worthless. \end_inset </cell> </row> <row topline="true" bottomline="true"> <cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> \begin_inset Text \layout Standard - \end_inset </cell> <cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> \begin_inset Text \layout Standard any flags following this flag will be REMOVED. this is particularly useful if you wish to remove a right from an admin that has been given through that admin's [level] definition. \end_inset </cell> </row> </lyxtabular> \end_inset \layout Section \pagebreak_top Credits \layout Standard Tim \emph on 'Timbo' \emph default Angus -- Programming and Direction \layout Standard Nick \emph on 'jex' \emph default Jansens -- Mapping, texturing and 2D artwork \layout Standard Robin \emph on 'OverFlow' \emph default Marshall -- Modelling, animation and mapping \layout Standard Jan \emph on 'Stannum' \emph default van der Weg -- Texturing and mapping \layout Standard Mike \emph on 'Veda' \emph default Mcinnerney -- Modelling, animation and texturing \layout Standard Gordon \emph on 'Godmil' \emph default Miller -- Mapping \layout Standard 'Who-[Soup]' -- Mapping \layout Standard Tristan \emph on 'jhrx' \emph default Blease -- Mapping \layout Standard Paul \emph on 'MoP' \emph default Greveson -- Modelling and texturing \layout Standard Chris \emph on 'Dolby' \emph default McCarthy -- Sound \layout Subsection* Special thanks \layout Standard Asa \emph on 'Norfenstein' \emph default Kravets -- Manual content, QA, design and balance suggestions \layout Standard \emph on 'Crylar' \emph default -- Concept art \layout Standard Yves \emph on 'evillair' \emph default Allaire -- Textures \layout Standard Randy \emph on 'ydnar' \emph default Reddig -- Textures \layout Standard Richard \emph on 'R1CH' \emph default Stanway -- Server hosting \layout Standard St�phane \emph on 'MEGASTeP' \emph default Peter -- Early test server hosting \layout Standard Sourceforge and TARDIS -- Web hosting \layout Standard icculus.org -- Subversion hosting \layout Standard The contributors to icculus.org/quake3/ -- Various \layout Standard Arsonide, Bajoran, Bt, Chamooze, Crylar, Cybernetsam, dzjepp, ectox, Edo, evil poop, Excalibur, FroggyQuim, Idle Wild, juice, Kai, kingping, Lava Croft, MajorPain, MiDiaN, Molog, Mutemode, Norfenstein, Orc, R1CH, Ratti, Ravyn, Salteh, Sandy, SharkDog, slux, Suddien, Supa, Survivor, Swie, sysrq, TerrorEast, Tyler, Vitae, Woo -- Beta testers \layout Subsection* Also thanks \layout Standard babyomen, Carc, djbob, Grim, Grytviken, Gumby, heimdall, Hellbringer, Hentai, Mighty_Pea, Psylo, Reaper-1, RR2D02, Saig, Smack, T-bone, The GtkRadiant people, The inhabitants of Quake3World, ThePyro, TTimo, ValouR \layout Standard \align center \noun on Tremulous is copyright darklegion development 2005-2006 \the_end