#LyX 1.3 created this file. For more info see http://www.lyx.org/ \lyxformat 221 \textclass article \language english \inputencoding auto \fontscheme pslatex \graphics default \paperfontsize default \spacing single \papersize a4paper \paperpackage a4 \use_geometry 1 \use_amsmath 0 \use_natbib 0 \use_numerical_citations 0 \paperorientation portrait \leftmargin 2cm \topmargin 2cm \rightmargin 2cm \bottommargin 2cm \secnumdepth 3 \tocdepth 3 \paragraph_separation skip \defskip medskip \quotes_language english \quotes_times 2 \papercolumns 1 \papersides 1 \paperpagestyle empty \layout Title TREMULOUS 1.1.0 \layout Standard \begin_inset LatexCommand \tableofcontents{} \end_inset \layout Section Introduction \layout Standard Tremulous is a first person shooter featuring two opposing teams, humans and aliens. Both teams are able to build structures such as spawn points, which are vital to their victory. The goal of Tremulous is to eliminate the opposing team and all of their spawn points. \layout Standard Each team in Tremulous differs fundamentally from the other. The aliens are class based, with two classes initially available: the alien team's builder, known as the Granger, and the Dretch, the weakest offensive alien. The aliens are awarded frags for killing their foes which may be used to evolve into stronger classes, capable of greater and more varied maneuvers. In contrast the human team is upgrade based, receiving credits for kills that may be exchanged at an Armoury structure for new weapons, armour and equipment. Two such upgrades are available for free: a rifle and a construction kit, used for building structures. \layout Standard During a game of Tremulous, each team occupies one of three stages of developmen t. These stages are reached by accruing more than a specific total number of kills by the whole team. Each new stage unlocks new classes, upgrades and buildable structures. If one team reaches a stage significantly earlier than the other team it stands a better chance of defeating the opposing team. \layout Standard Section \begin_inset LatexCommand \ref{sec:Game} \end_inset details the content of the game including the various controls that are used to play. Section \begin_inset LatexCommand \ref{sec:Technical} \end_inset describes some technical aspects of how Tremulous works. It is not necessary to read this section in order to play the game. \layout Section \begin_inset LatexCommand \label{sec:Game} \end_inset Game \layout Subsection Aliens \layout Standard Two classes are available upon joining the alien team: the Dretch and the Granger. As you gain kills, you may use your earned frags to evolve into higher classes with the \noun on Use Structure/Evolve \noun default button. The alien team is mostly limited to melee attacks and must use stealth and speed to defeat the longer range humans. All aliens automatically regenerate health at a slow rate. \layout Subsubsection Classes \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Granger \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename granger.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Build \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Destroy Structure \end_inset \begin_inset Text \layout Standard \noun on Deconstruct Structure \noun default on an alien structure \end_inset \begin_inset Text \layout Standard \end_inset \end_inset \layout Standard The \emph on Granger \emph default is the alien team's builder class. \noun on Primary Attack \noun default will bring up a menu of structures available for building. After selecting a structure a glowing outline of it will appear. When this outline is green you can use the \noun on Primary Attack \noun default button to place it. The outline changes to red when the structure cannot be placed in its current location. To cancel placing the structure press the \noun on Secondary Attack \noun default button. To remove a placed structure use the \noun on Deconstruct Structure \noun default button. After building or deconstructing a structure a timer will appear in the lower right corner of the screen. Until this timer expires you cannot create or destroy another building. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Advanced Granger \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename agranger.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Build \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Slash \end_inset \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset \begin_inset Text \layout Standard Lob Projectile \end_inset \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset \begin_inset Text \layout Standard Destroy Structure \end_inset \begin_inset Text \layout Standard \noun on Deconstruct Structure \noun default on an alien structure \end_inset \begin_inset Text \layout Standard Wallwalk \end_inset \begin_inset Text \layout Standard \noun on Crouch \end_inset \end_inset \layout Standard The \emph on Advanced Granger \emph default becomes available at no cost when the alien team reaches stage two. In addition to the \emph on Granger's \emph default abilities, the \emph on Advanced Granger \emph default can move faster, jump higher, walk on walls and attack with a slash or by lobbing small projectiles with the \noun on Activate Upgrade \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Dretch \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename dretch.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Bite \end_inset \begin_inset Text \layout Standard Touch a human \end_inset \begin_inset Text \layout Standard Wallwalk \end_inset \begin_inset Text \layout Standard \noun on Crouch \end_inset \end_inset \layout Standard The \emph on Dretch \emph default is the alien team's weakest offensive class. Its only attack is to make forward contact with a human player or human defensive structure. The amount of damage dealt to a human depends on what armour they were wearing and where they were hit, with headshots resulting in the most damage. \emph on Dretches \emph default can also wallwalk; toggle it by pressing the \noun on Crouch \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Basilisk \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename basilisk.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 1 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Slash \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Grab \end_inset \begin_inset Text \layout Standard Touch a human \end_inset \begin_inset Text \layout Standard Wallwalk \end_inset \begin_inset Text \layout Standard \noun on Crouch \end_inset \end_inset \layout Standard The \emph on Basilisk \emph default attacks by using the \noun on Primary Attack \noun default button. It can also grab human players by making contact with them at close range. This freezes humans in place and, if they're not wearing a \emph on Battlesuit \emph default , restricts their ability to turn. The \emph on Basilisk \emph default can also wallwalk; toggle it by pressing the \noun on Crouch \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Advanced Basilisk \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename abasilisk.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 2 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Slash \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Gas \end_inset \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset \begin_inset Text \layout Standard Grab \end_inset \begin_inset Text \layout Standard Touch a human \end_inset \begin_inset Text \layout Standard Wallwalk \end_inset \begin_inset Text \layout Standard \noun on Crouch \end_inset \end_inset \layout Standard In addition to the \emph on Basilisk's \emph default abilities, the \emph on Advanced Basilisk \emph default can spray a cloud of noxious gas that will disorient and poison affected human players. Humans equipped with a \emph on Battlesuit \emph default are immune to gas. Use this ability with the \noun on Secondary Attack \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Marauder \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename marauder.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 2 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Bite \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Wall Jump \end_inset \begin_inset Text \layout Standard Jump into a wall while holding down \noun on Jump \end_inset \end_inset \layout Standard The \emph on Marauder \emph default attacks with the \noun on Primary Attack \noun default button and has the ability to rebound off walls. To use this ability jump towards a wall and hold down the \noun on Jump \noun default button. When you hit the wall you will be propelled upward and in the direction opposite of the wall. As long as you continue hitting walls you will continue wall jumping. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Advanced Marauder \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename amarauder.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 3 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Bite \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Zap \end_inset \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset \begin_inset Text \layout Standard Wall Jump \end_inset \begin_inset Text \layout Standard Jump into a wall while holding down \noun on Jump \end_inset \end_inset \layout Standard In addition to the \emph on Marauder's \emph default abilities, the \emph on Advanced Marauder \emph default can use a chain lightning attack. To use this, press the \noun on Secondary Attack \noun default button while aiming at a nearby human or human structure. If it connects the electric shock will jump to up to two other nearby targets doing full damage to the first, half damage to the second and one third damage to the third over a period of one second provided the attacker stays within range. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Dragoon \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename dragoon.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 3 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Bite \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Pounce \end_inset \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset \end_inset \layout Standard The \emph on Dragoon \emph default attacks by either biting with the \noun on Primary Attack \noun default button or pouncing with \noun on Secondary Attack \noun default . To pounce, first hold down the \noun on Secondary Attack \noun default button to charge up, then release to leap forward and damage anything that gets in the way. While charging you will be unable to jump normally and will move at a reduced rate. Aim up a little to fly further when pouncing. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Advanced Dragoon \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename adragoon.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 4 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Bite \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Pounce \end_inset \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset \begin_inset Text \layout Standard Shoot Barb \end_inset \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset \end_inset \layout Standard In addition to the \emph on Dragoon's \emph default abilities, the \emph on Advanced Dragoon \emph default can fire long ranged spiked barbs with the \noun on Activate Upgrade \noun default button. Up to three of these barbs may be held in reserve and they regenerate automatic ally over time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Tyrant \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename tyrant.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 5 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Ability \end_inset \begin_inset Text \layout Standard Control \end_inset \begin_inset Text \layout Standard Slash \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard Trample \end_inset \begin_inset Text \layout Standard Hold down \noun on Secondary Attack \noun default briefly then release \end_inset \begin_inset Text \layout Standard Healing Aura \end_inset \begin_inset Text \layout Standard Stand close to teammates to increase their regeneration rate \end_inset \end_inset \layout Standard The \emph on Tyrant \emph default attacks by either slashing with the \noun on Primary Attack \noun default button or trampling with \noun on Secondary Attack \noun default . To trample, first hold down the \noun on Secondary Attack \noun default button while moving forward to charge up, then release to run at high speed for a short time, damaging anything in your path. The \emph on Tyrant \emph default also has a healing aura that will double the regeneration rate of lower class aliens within range. \layout Subsubsection Structures \layout Standard All alien structures must be built in proximity to an \emph on Egg \emph default or an \emph on Overmind \emph default . All alien structures require the presence of an \emph on Overmind \emph default to function. All alien structures create `creep' around their bases that slows human movement. When destroyed, alien structures explode in a shower of acid harmful to humans. All structures may be built on level floors and when \emph on Advanced Grangers \emph default become available some structures may also be built on walls and ceilings. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Overmind \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename overmind.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Overmind \emph default is the collective consciousness that controls all the alien structures in a map and enables aliens to evolve into higher forms. There can only be one \emph on Overmind \emph default and it must be alive before any other structures can be built. If the \emph on Overmind \emph default is destroyed then all structures besides \emph on Eggs \emph default cease to function and every alien loses the ability to upgrade their class until a new \emph on Overmind \emph default is built. The \emph on Overmind \emph default has a limited amount of `sentience' which is distributed amongst every other structure built, each having its own cost. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Egg \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename egg.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 10 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Egg \emph default is the most basic and important alien structure; it is from these that aliens spawn into the game. They are also the only structure that continues to function in the absence of an \emph on Overmind \emph default . \emph on Eggs \emph default may be built on ceilings. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Acid Tube \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename acidtube.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 8 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \emph on Acid Tubes \emph default are the primary defensive structure for the alien team. When approached by a human they eject lethal acid in all directions, even over other structures. \emph on Acid Tubes \emph default may be built on walls and ceilings. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Barricade \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename barricade.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 10 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \emph on Barricades \emph default are used to obstruct corridors and doorways, hindering human movement and line-of-sight. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Trapper \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename trapper.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 10 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \emph on Trappers \emph default fire a blob of adhesive spit at any human in their line of sight, freezing them in place and, if they're not wearing a \emph on Battlesuit \emph default , restricts their ability to turn. \emph on Trappers \emph default may be built on walls and ceilings, and are rarely effective when built on floors. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Booster \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename booster.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 12 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard Any alien that touches a \emph on Booster \emph default is provided with a poison enhancement on all their melee attacks for a limited time. Poison causes victims to lose health steadily over time unless they use a \emph on Medkit \emph default or visit a \emph on Medistation \emph default . Poison does not work against humans equipped with a \emph on Battlesuit \emph default . The \emph on Booster \emph default will also double the regeneration rate of any nearby aliens with the exception of \emph on Tyrants \emph default . The healing aura of a \emph on Tyrant \emph off \emph default i \emph off s not \emph default cumulative \emph off with the healing effect of boosters. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Hovel \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename hovel.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 8 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard \emph on Hovels \emph default are armored shells that \emph on Grangers \emph default may hide in should the need arise. They may be entered and exited with the \noun on Use Structure/Evolve \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Hive \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename hive.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Sentience: 12 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard \emph on Hives \emph default house millions of tiny insectoid aliens. When a human approaches the structure the insects attack. \emph on Hives \emph default may be built on ceilings. \layout Subsection Humans \layout Subsubsection Weapons \layout Standard Humans may spawn with either the \emph on Construction Kit \emph default or the \emph on Rifle \emph default . As credits are earned, humans may sell their old upgrades and purchase new ones at an \emph on Armoury \emph default structure. Ammo may be refilled for normal weapons at \emph on Armouries \emph default , or at \emph on Reactors \emph default and \emph on Repeaters \emph default for energy weapons, all at no cost. Players may only carry one weapon at a time, excluding the \emph on Blaster \emph default . In general the humans rely on long range weapons to make up for their lack of mobility relative to the alien team. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Construction Kit \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename ckit.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Construction Kit \emph default is the humans' method of building structures. The \noun on Primary \noun default \noun on Attack \noun default button will bring up a menu of structures available for building. After selecting a structure, a glowing outline of it will appear. When this outline is green, pressing the \noun on Primary Attack \noun default button will place it. When the outline is red, the structure cannot be placed in its current location. To cancel placing the structure, press the \noun on Secondary Attack \noun default button. To remove a placed structure, use the \noun on Deconstruct Structure \noun default button. After building or deconstructing a structure, a timer will show up in the lower right corner of the screen. Until this timer expires, you cannot create, destroy or repair any structures. Damaged structures may otherwise be repaired with the \noun on Secondary Attack \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Advanced Construction Kit \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename ackit.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard At stage two an upgraded \emph on Construction Kit \emph default becomes available that allows the building of more advanced structures. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Blaster \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename blaster.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Blaster \emph default is the human team's standard issue backup weapon. All players spawn with one automatically and may not exchange it for another weapon. The \emph on Blaster \emph default fires a weak projectile and uses no ammo. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Rifle \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename rifle.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Rifle \emph default is the human team's most basic weapon and is available from spawning. It rapidly fires moderately accurate shots with clip sizes of 30. Up to 6 extra clips may be carried at a time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Pain Saw \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename psaw.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 100 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Pain Saw \emph default is a powerful melee weapon that emits a steady electric hum when in use. It uses no ammunition. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Shotgun \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename shotgun.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 150 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Shotgun \emph default fires 8 pellets at a wide angle and is thus best used in close quarters. It holds 8 shots per clip and 3 extra clips may be carried at a time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Las Gun \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename lasgun.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 250 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Las Gun \emph default is similar to the \emph on Rifle \emph default but is more powerful, accurate, slower to fire and uses no clips. It is an energy weapon and so must be refilled at a \emph on Reactor \emph default or \emph on Repeater \emph default . It can hold up to 200 cells at a time, or 300 with a \emph on Battery Pack \emph default . \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Mass Driver \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename mdriver.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 350 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Mass Driver \emph default fires powerful, accurate shots at a slow rate of fire. It is an energy weapon and holds 5 shots per clip, or 7 with a \emph on Battery Pack \emph default . Up to 4 extra clips may be carried at a time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Chaingun \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename chaingun.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 400 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Chaingun \emph default is a powerful, wildly inaccurate rapid-fire weapon. It holds up to 300 bullets at a time and is best used when crouching to reduce its kickback. Humans equipped with a \emph on Battlesuit \emph default do not experience this kickback. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Pulse Rifle \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename prifle.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 400 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard The \emph on Pulse Rifle \emph default is an energy weapon that fires projectiles at high speeds. It holds up to 50 cells per clip, or 75 with a \emph on Battery Pack \emph default . Up to 4 extra clips may be carried at a time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Grenade \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename grenade.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 200 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard The \emph on Grenade \emph default is a hand held explosive device. It is thrown for a short distance by using the \noun on Activate Upgrade \noun default button. After a brief delay it will explode and cause tremendous damage to anything in its area of effect. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Flamethrower \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename flamer.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 450 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard The \emph on Flamethrower \emph default is a short range incendiary weapon. It holds up to 150 shots at a time and can easily damage the careless wielder. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Lucifer Cannon \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename lcannon.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 600 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard The \emph on Lucifer Cannon \emph default is the human team's most devastating weapon. It is an energy weapon that can hold up to 90 cells at a time, or 135 with a \emph on Battery Pack \emph default . By holding down the \noun on Primary Attack \noun default button, a player may charge up a powerful, slow moving projectile with splash damage. The longer the attack is charged the more powerful the projectile and the more ammo used. If the attack is charged for too long the weapon will explode, damaging the player. The \noun on Secondary Attack \noun default button fires a smaller projectile that requires no charging. \layout Subsubsection Upgrades \layout Standard Human players may equip themselves with any number of the following upgrades, with a few exceptions: the \emph on Jet Pack \emph default and \emph on Battery Pack \emph default may not be used together and the \emph on Battlesuit \emph default may not be used with the \emph on Jet Pack \emph default , \emph on Battery Pack \emph default , \emph on Light Armour \emph default , or \emph on Helmet \emph default . Only one of any type of upgrade may be carried at a time. Upgrades that do not grant an intrinsic effect must be selected in the player's inventory with the \noun on Next Upgrade \noun default and \noun on Previous Upgrade \noun default buttons and then activated with the \noun on Activate Upgrade \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Light Armour \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename larmour.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 70 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \emph on Light Armour \emph default grants the wearer improved defense to the torso and leg areas. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Helmet \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename helmet.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 90 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard The \emph on Helmet \emph default improves the defense of the wearer's head and also displays a radar that shows the relative positions of nearby enemies and enemy structures. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Medkit \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard \emph on Medkits \emph default are a free holdable given to every human upon spawning and refilled at \emph on Medistations \emph default to players with full health. They may not be refilled or exchanged at \emph on Armouries \emph default . When used with the \noun on Activate Upgrade \noun default button, \emph on Medkits \emph default immediately begin restoring health at a slow rate, gradually speeding up until all damage incurred before the \emph on Medkit \emph default was activated is healed. Additionally, if a human is poisoned, using a \emph on Medkit \emph default will cure the poison and confer a 30 second immunity to poison. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Battery Pack \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename battpack.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 100 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Battery Pack \emph default increases the maximum ammo capacity of energy weapons by 50%. It may not be used in conjunction with the \emph on Jet Pack \emph default . \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Jet Pack \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename jetpack.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 120 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard The \emph on Jet Pack \emph default grants the wearer the power of slow but unlimited flight. When activated with the \noun on Activate Upgrade \noun default button, a player may ascend or descend using the \noun on Jump \noun default or \noun on Crouch \noun default buttons, respectively. The \emph on Jet Pack \emph default ceases to function if there is no operational \emph on Reactor \emph default present. Additionally it temporarily cuts out if the player receives any damage. The \emph on Jet Pack \emph default may not be used in conjunction with the \emph on Battery Pack \emph default . \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Battlesuit \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename bsuit.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Cost: 400 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard The \emph on Battlesuit \emph default provides a significant defensive boost to the wearer's entire body. Due to this coverage, the \emph on Battlesuit \emph default may not be used in conjunction with any other wearable upgrade ( \emph on Light Armour \emph default , \emph on Helmet \emph default , \emph on Battery Pack \emph default , and \emph on Jet Pack \emph default ). Players are also prevented from crouching while wearing Battlesuits. \layout Subsubsection Structures \layout Standard All human structures must be built in proximity to a \emph on Reactor \emph default or a \emph on Repeater \emph default . With \emph on Telenodes \emph default as the only exception, all structures require the presence of a working \emph on Reactor \emph default to function. All human structures explode in a powerful blast harmful to anything within their radius when destroyed. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Reactor \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename reactor.jpg scale 75 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 0 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Reactor \emph default is the power source for all human structures in a map. There may only be one \emph on Reactor \emph default , and it must be present before any structures other than \emph on Repeaters \emph default can be built. If the \emph on Reactor \emph default is destroyed then all structures besides \emph on Telenodes \emph default cease to function. The \emph on Reactor \emph default has a limited amount of power which is distributed among every other structure built, each having its own cost. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Telenode \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename telenode.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 10 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Telenode \emph default is the most basic and fundamental human structure; it is from these that humans spawn into the game. They are also the only structure that continues to function in the absence of a \emph on Reactor \emph default . \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Machine Gun Turret \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename turret.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 8 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Machine Gun Turret \emph default is the primary defensive structure for the human team. While they have a clear line of sight to an alien within their range, they will track and fire at the alien until it is dead. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Tesla Generator \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename tesla.jpg scale 80 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 10 \end_inset \begin_inset Text \layout Standard Stage: 3 \end_inset \end_inset \layout Standard \emph on Tesla Generators \emph default are a defensive structure that will unconditionally hit any target within their range and line of sight with an electrical surge. To be built and function, a \emph on Tesla Generator \emph default requires the presence of a \emph on Defense Computer \emph default somewhere in the map. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Armoury \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename armoury.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 10 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Armoury \emph default is an essential part of every human base, allowing upgrades beyond the basic spawning equipment to be bought and exchanged. It is the sole means of human advancement. To use an \emph on Armoury \emph default , approach it and press the \noun on Use Structure/Evolve \noun default button. Ammo for non-energy weapons may also be acquired at no cost from an \emph on Armoury \emph default by using the \noun on Buy Ammo \noun default button. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Defense Computer \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename dcc.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 8 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \emph on Defense Computers \emph default coordinate the attacks of \emph on Machine Gun Turrets \emph default , preventing them from firing at a single target when multiple targets are available. They are also required for the production of \emph on Tesla Generators \emph default . \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Medistation \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename medistat.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 8 \end_inset \begin_inset Text \layout Standard Stage: 1 \end_inset \end_inset \layout Standard The \emph on Medistation \emph default provides the only means for humans to heal themselves. By standing on one, a human will quickly regenerate health up to their maximum of 100. \emph on Medistations \emph default will also refill \emph on Medkits \emph default to humans with full health. Only one person may use a \emph on Medistation \emph default at a time. \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard \emph on Repeater \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard \begin_inset Graphics filename repeater.jpg scale 85 \end_inset \end_inset \begin_inset Text \layout Standard \end_inset \begin_inset Text \layout Standard Power: 0 \end_inset \begin_inset Text \layout Standard Stage: 2 \end_inset \end_inset \layout Standard \emph on Repeaters \emph default serve as power distributors that may be built anywhere not already powered, even when no \emph on Reactor \emph default is present. Any other structure may be built in proximity to a working \emph on Repeater \emph default as if it were a \emph on Reactor \emph default . If a \emph on Repeater \emph default powers nothing for 90 seconds, it will automatically self destruct. \layout Section \begin_inset LatexCommand \label{sec:Technical} \end_inset Technical \layout Subsection Bindings \layout Standard \align center \begin_inset Tabular \begin_inset Text \layout Standard Name in menu \end_inset \begin_inset Text \layout Standard Binding \end_inset \begin_inset Text \layout Standard Function \end_inset \begin_inset Text \layout Standard \noun on Primary Attack \end_inset \begin_inset Text \layout Standard \series bold +attack \end_inset \begin_inset Text \layout Standard Use primary attack function. \end_inset \begin_inset Text \layout Standard \noun on Secondary Attack \end_inset \begin_inset Text \layout Standard \series bold +button5 \end_inset \begin_inset Text \layout Standard Use secondary attack function. \end_inset \begin_inset Text \layout Standard \noun on Previous Upgrade \end_inset \begin_inset Text \layout Standard \series bold weapprev \end_inset \begin_inset Text \layout Standard As human, preselect the previous upgrade in your inventory. \end_inset \begin_inset Text \layout Standard \noun on Next Upgrade \end_inset \begin_inset Text \layout Standard \series bold weapnext \end_inset \begin_inset Text \layout Standard As human, preselect the next upgrade in your inventory. \end_inset \begin_inset Text \layout Standard \noun on Activate Upgrade \end_inset \begin_inset Text \layout Standard \series bold +button2 \end_inset \begin_inset Text \layout Standard As human, activate the current preselected inventory item. Also used for some alien abilities. \end_inset \begin_inset Text \layout Standard \noun on Reload \end_inset \begin_inset Text \layout Standard \series bold reload \end_inset \begin_inset Text \layout Standard As human, reload the selected weapon. \end_inset \begin_inset Text \layout Standard \noun on Buy Ammo \end_inset \begin_inset Text \layout Standard \series bold buy ammo \end_inset \begin_inset Text \layout Standard As human, buy ammo from an \emph on armoury \emph default , \emph on repeater \emph default or \emph on reactor \emph default . \end_inset \begin_inset Text \layout Standard \noun on Use Medkit \end_inset \begin_inset Text \layout Standard \series bold itemact medkit \end_inset \begin_inset Text \layout Standard As human, activate your \emph on Medkit \emph default . \end_inset \begin_inset Text \layout Standard \noun on Use Structure/Evolve \end_inset \begin_inset Text \layout Standard \series bold +button7 \end_inset \begin_inset Text \layout Standard As human, use the structure in front of the player. As alien, evolve into a different class. \end_inset \begin_inset Text \layout Standard \noun on Deconstruct Structure \end_inset \begin_inset Text \layout Standard \series bold deconstruct \end_inset \begin_inset Text \layout Standard As a builder class, deconstruct the structure in front of the player cleanly. \end_inset \begin_inset Text \layout Standard \noun on Sprint \end_inset \begin_inset Text \layout Standard \series bold boost \end_inset \begin_inset Text \layout Standard Run faster. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold destroy \end_inset \begin_inset Text \layout Standard As a builder class, destroy the structure in front of the player. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold itemact \end_inset \begin_inset Text \layout Standard If held, activate the specified item. For weapons this will select them. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold itemdeact \end_inset \begin_inset Text \layout Standard If held, deactivate the specified item. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold itemtoggle \end_inset \begin_inset Text \layout Standard If held, toggle the state of the specified item. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold sell \end_inset \begin_inset Text \layout Standard If held and within range of an \emph on armoury \emph default , sell the specified item. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold sell weapons \end_inset \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default , sell all weapons. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold sell upgrades \end_inset \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default , sell all upgrades. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold buy \end_inset \begin_inset Text \layout Standard If within range of an \emph on armoury \emph default and sufficiently wealthy, buy the specified item. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold class \end_inset \begin_inset Text \layout Standard Given sufficient kills, evolve to the specified class. \end_inset \begin_inset Text \layout Standard -- \end_inset \begin_inset Text \layout Standard \series bold build \end_inset \begin_inset Text \layout Standard As a builder class, build the specified structure. \end_inset \end_inset \layout Standard \series bold \series default -- \emph on blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun, lcannon, psaw, gren, medkit, jetpack \layout Standard \series bold \series default -- \emph on builder, builderupg, level0, level1, level1upg, level2, level2upg, level3, level3upg, level4 \layout Standard \series bold \series default -- \emph on eggpod, barricade, booster, acid_tube, hive, trapper, overmind, hovel, telenode, medistat, mgturret, tesla, dcc, arm, reactor, repeater \layout Subsection Particle System \layout Standard Files matching the pattern scripts/*.particle are loaded as particle system description files. Each .particle file can contain an arbitrary number of discrete particle systems, much like a .shader file can house many shaders. A particle system is declared by a name followed by curly braces within which the functionality of the particle system is defined. For example: \layout LyX-Code aShinyNewParticleSystem { } \layout Standard Inside the particle system declaration are placed up to four particle ejectors. Ejectors are identified by the keyword ejector and curly braces: \layout LyX-Code aShinyNewParticleSystem \layout LyX-Code { \layout LyX-Code ejector { } \layout LyX-Code ejector { } \layout LyX-Code thirdPersonOnly \layout LyX-Code } \layout Standard The thirdPersonOnly keyword may be used to specify that the particle system is not visible from the first person if it relates to that client. The role of the particle ejector is to create some number of new particles at a defined rate. These attributes are controlled by the following parameters: \layout Itemize \emph on count |infinite \emph default - the number of particles this ejector will spawn. \layout Itemize \emph on delay \emph default - the delay in msec before the ejector starts spawning. \layout Itemize \emph on period \emph default - the period between particle ejections. \layout Standard It is perfectly acceptable to have an initial period of zero. In this case the number of particles specified by the count keyword will be ejected at once. It is not permissible to have count infinite and a period of zero for obvious reasons. \layout Standard At ejection time each ejector creates up to four new particles based on templates. These are specified in the ejector section using the particle keyword: \layout LyX-Code aShinyNewParticleSystem \layout LyX-Code { \layout LyX-Code ejector \layout LyX-Code { \layout LyX-Code particle { } \layout LyX-Code particle { } \layout LyX-Code count 50 \layout LyX-Code delay 0 \layout LyX-Code period 0 - 0 \layout LyX-Code } \layout LyX-Code } \layout Standard Each particle template has a number of attributes: \layout Itemize \emph on shader |sync ... \emph default - this specifies the shaders to use for the particle. The frame rate can be set to a static rate or the \emph on sync \emph default parameter can be used in which case the frame rate will be synchronised to the lifetime of the particle such that the first frame is displayed on birth and the last frame is displayed immediately before death. \layout Itemize model ... - use one of the specified models as the particle. This cannot be used in conjunction with the shader keyword. \layout Itemize modelAnmation |sync - animation parameters to use when model particles are employed. \layout Itemize \emph on displacement \emph default - a static displacement about the attachment point. The \emph on variance \emph default parameter specifies a random displacement in all axes. \layout Itemize \emph on normalDisplacement \emph default - for particle systems that have their normal set (impact particle systems for example) this specifies the magnitude of a displacement along the normal. \layout Itemize \emph on velocityType static|static_transform|tag|cent|normal \emph default - this specifies how the particle will compute its initial velocity. \emph on static \emph default means it is specified statically in the .particle file, \emph on static_transform means the same, except that it is transformed by the orientatio n matrix of what it is attached to, tag \emph default means the velocity is in the direction of the tag it is attached to, \emph on cent \emph default means the velocity is in the direction of the cent it is attached to and \emph on normal \emph default means the velocity is in the direction of the particle system normal. \layout Itemize \emph on velocityDir linear|point \emph default - this specifies whether the initial velocity is computed as a simple direction or as the direction towards a secondary point (defined by \emph on velocityPoint \emph default or dynamically through \emph on velocityType cent \emph default ). \layout Itemize \emph on velocity \emph default - for when \emph on velocityType \emph default \emph on static \emph default is present this specifies the direction. The \emph on variance \emph default here is specified in degrees e.g. "~5" - up to 5 degrees deviation. \layout Itemize \emph on velocityMagnitude \emph default - the magnitude of the velocity. \layout Itemize \emph on velocityPoint \emph default - for when \emph on velocityType static \emph default and \emph on velocityDir point \emph default are present this specifies the point to move towards. \layout Itemize \emph on parentVelocityFraction \emph default - for when the particle system is attached to a cent this specifies the fraction of the cent's velocity that is added to the particle's velocity. \layout Itemize \emph on accelerationType static|static_transform|tag|cent|normal \emph default - this specifies how the particle will compute its acceleration. \emph on static \emph default means it is specified statically in the .particle file, \emph on static_transform means the same, except that it is transformed by the orientatio n matrix of what it is attached to, \emph default \emph on tag \emph default means the acceleration is in the direction of the tag it is attached to, \emph on cent \emph default means the acceleration is in the direction of the cent it is attached to and \emph on normal \emph default means the acceleration is in the direction of the particle system normal. \layout Itemize \emph on accelerationDir linear|point \emph default - this specifies whether the acceleration is computed as a simple direction or as the direction towards a secondary point (defined by \emph on accelerationPoint \emph default or dynamically through \emph on accelerationType cent \emph default ). \layout Itemize \emph on acceleration \emph default - for when \emph on accelerationType \emph default static is present this specifies the direction. The \emph on variance \emph default here is specified in degrees e.g. "~5" - up to 5 degrees deviation. \layout Itemize \emph on accelerationMagnitude \emph default - the magnitude of the acceleration. \layout Itemize \emph on accelerationPoint \emph default - for when \emph on accelerationType static \emph default and \emph on accelerationDir point \emph default are present this specifies the point to move towards. \layout Itemize \emph on bounce |cull \emph default - the fraction of velocity that is reflected when a particle collides. If this is set to 0.0 the particle won't collide. When \emph on cull \emph default is used particles are culled as soon as they collide with objects. \layout Itemize bounceMark - make a mark at each bounce point for up to bounces. \layout Itemize bounceSound - make a sound at each bounce point for up to bounces. \layout Itemize dynamicLight { } - attach a dynamic light to this particle. \layout Itemize color { } { } - color the particle where refers to the initial color component and refers to the final color component. \layout Itemize \emph on overdrawProtection \emph default - cull particles that occupy a large amount of screen space. \layout Itemize \emph on realLight \emph default - light particles using the lightgrid instead of fullbright. \layout Itemize \emph on cullOnStartSolid \emph default - cull particles that are spawned inside brushes. \layout Itemize \emph on radius \emph default - the radius of the particle throughout its lifetime. The \emph on delay \emph default parameter specifies the time in msec before radius scaling begins. The \emph on initial \emph default and \emph on final \emph default parameters specify the radii of the particle in quake units. \layout Itemize \emph on alpha \emph default - the alpha of the particle throughout its lifetime. The \emph on delay \emph default parameter specifies the time in msec before alpha scaling begins. The \emph on initial \emph default and \emph on final \emph default parameters specify the alpha of the particle where 1.0 is totally opaque and 0.0 is totally transparent. \layout Itemize \emph on rotation \emph default - the rotation of the particle throughout its lifetime. The \emph on delay \emph default parameter specifies the time in msec before the rotation begins. The \emph on initial \emph default and \emph on final \emph default parameters specify the rotation of the particle in degrees. \layout Itemize \emph on lifeTime