======= =NeoTF= ======= A server-side mod for TFC. Contents: Section 1 - Features of NeoTF 1.0 - Binding Keys to Features 1.1 - Glyphs 1.2 - Radar 1.3 - Chat spying 1.4 - Flash grenades 1.5 - Sentry gun cameras 1.6 - Anti-missile missile launchers 1.7 - Laser guided rockets 1.8 - Multi Guns 1.9 - Medic anti-grenade pods 1.10 - Medic dispenser upgrades 1.11 - Spy Airstrikes 1.12 - Location information 1.13 - Landmines and Sensormines 1.14 - Soldier Remotes 1.15 - The Llama Cage (ADMIN-ONLY) 1.16 - The Jetpack 1.17 - Ability Sharing 1.18 - Scout Teleport Disks 1.19 - HWGuy Airpod 1.20 - Pyro FreezeThrower 1.21 - Bounce Pads 1.22 - Ring of Shadows Powerup 1.23 - Soldier Surface-to-Air-Missile (SAM) Launcher 1.24 - Spy Hoverboard 1.25 - Snarks 1.26 - HWGuy Mortar 1.27 - SaberDisc Powerup 1.28 - Sniper Beam Ladder 1.29 - Server Date and Map Timeleft information 1.30 - Togglemenu 1.31 - Soldier Tripmines 1.32 - HWGuy PowerUp 1.33 - Medikit scanner 1.34 - HL MP3 1.35 - Flares 1.36 - Tentacle Monster (ADMIN/HLDS-ONLY) 1.37 - Barnacle Monster (ADMIN/HLDS-ONLY) 1.38 - Xen Tree (ADMIN/HLDS-ONLY) 1.39 - Map Powerup Item (ADMIN/HLDS-ONLY) 1.40 - Map Speedball Powerup (ADMIN/HLDS-ONLY) 1.41 - Map Weapon Item(ADMIN/HLDS-ONLY) 1.42 - Map WeaponBox Item (ADMIN/HLDS-ONLY) 1.43 - Cycler Entity (ADMIN/HLDS-ONLY) 1.44 - Tank Entity (ADMIN/HLDS-ONLY) 1.45 - Tank Laser Entity (ADMIN/HLDS-ONLY) 1.46 - Load Config (SERVER OP/HLDS-ONLY) 1.47 - HUD Help messages (SERVER OP/HLDS-ONLY) Section 2 - In-game Help and Player Var Commands. 2.0 Accessing your console. 2.1 Help List. 2.2 Player VARS (variables). Section 3 - Half-Life Dedicated server (HLDS) commands. Section 4 - Server CVARS Section 5 - Bugs Section 6 - Credits Section 7 - Contact information Section 1 - Features of NeoTF ===================== 1.0 - Binding Keys to Features ------------------------------ Most NeoTF features are activated by special commands. The most common special command is "_special2". This command has a different effect for each class. See below for details. If you want to use a key for the special commands, instead of having to type it in the console each time, you'll need to bind it to a key. Binding is simple. To bind "_special2" to the key "x", just type this in your console: bind x _special2 Now everytime you hit the "x" key, the _special2 feature will be activated. This will work for all other commands as well. For example, if you want to bind "y" to "detspecial" , use "bind y detspecial" . These are the common shared commands: "_special" "buildspecial" "detspecial" "buildspecial2" "detspecial2" All the commands you can use in NeoTF are described below. 1.1 - Glyphs ------------ Special Commands: "glyph " "glyph_team " Allowed Classes: all Description: Glyphs are a new iconic communication system that work in a similar way to the "saveme" command that TFC has. When you use a glyph the icon appears above your head briefly for everyone (or only teammates) to see. Each server may have their own set of glyph icons. To see the glyphs available on a server use the "glyph_list" command from the console. To make the glyph appear above your head, use "glyph " or "glyph_team " in console, where is the name of the glyph, as shown by "glyph_list". Note also that you can replace the word "glyph" with "icon" in these commands. NeoTF comes with the following glyphs: Team communication glyphs: attention stop go dropflag droppack follow heal enemy sentry Insult glyphs: ownzed whore Servers can add their own glyphs in the form of .spr sprite files, and clients will automatically download any that they don't have. NB: Glyphs have been disabled by default due to the number of precached models they consume. 1.2 - Radar ----------- Special Commands: "radar" , "_special" , "buildspecial2" Allowed Classes: Scout Description: The scout radar points out the directions of any nearby players, sentry guns, multiguns, detpacks, teleporters or dispensers. The intensity of the beams drawn is affected slightly by the distance of the associated object. The scout using the radar emits an audible "ping" when he activates it. UPDATE(ver 1.9.0) : Scouts can now chose the types of entities to be detected, see Section 2.3 (Player VARS) for more information. 1.3 - Chat spying ----------------- Special Commands: none, activated server-side Allowed Classes: Spy Description: If this feature is enabled, spies can overhear enemy teamchat. The message will be garbled somewhat, and the extent of the corruption will depend on the distance of the spy from the person that typed the message. 1.4 - Flash grenades -------------------- Special Commands: none, use secondary grenade key Allowed Classes: Sniper Snipers now have a second grenade type, a flash grenade. Use it as you would any other grenade, ie. with "+gren2" , "primetwo" , or "throwgren" . It will partially blind any opponents in the immediate area for a few seconds. Snipers receive a default of 2 flash grenades per life, unless the server CVAR "ntf_flashgren_ammo" dictates otherwise. Snipers can restock their flashgrens from friendly med-disps if they walk up to one and "USE" it, i.e press their "USE" key. There is a restock delay of 30 seconds per player regardless of how many available med-disps. 1.5 - Sentry gun cameras ------------------------ Special Commands: "+sgcam", "sgcam_switch" Allowed Classes: All Team members can use friendly sentry guns as remote cameras. This involes two commands: +sgcam and sgcam_switch. Bind a key to "+sgcam" and hold it down to view through a friendly sg. Use "sgcam_switch" to cycle through sgs that you can view through. Release the key bound to "+sgcam" to return to normal view. 1.6 - Anti-missile missile launchers ------------------------------------ Special Commands: "_special2", "buildspecial", "buildamlauncher", "detspecial" Allowed Classes: Sniper Build one of these with the "buildspecial" console command (you can detonate it with the "detspecial" command). It will automatically shoot down any RPG, IC, and Soldier remote rockets in the immediate area. It also acts as a launching platform for laser guided rockets (see below). If you've already built an AM launcher, the "_special2" command will activate a laser-guided rocket. See next section for details on these. 1.7 - Laser guided rockets -------------------------- Special Commands: "_special2", "laserrocket" Allowed Classes: Sniper Launch one of these when you have your rifle charged, and there is a nearby friendly soldier, demoman or anti-missile launcher. Use the "_special2" or "laserrocket" command to launch. Control the flight of the rocket by aiming your dot. NOTE: You MUST have your sniper rifle charged to fire this rocket. 1.8 - Multi Guns ---------------- Special Commands: "_special2", "buildspecial", "detspecial" Allowed Classes: Engineer (build) Scout (upgrade) Spy (upgrade) Demoman (upgrade) HWGuy (upgrade) Soldier (upgrade) Pyro (upgrade) Sniper (upgrade) Medic (upgrade) Build one of these as an engy with either the "_special2" command or the "buildspecial" command. You can detonate it with the "detspecial" command. If you have multiple MG's, any of those MultiGuns can be detonated individually by pointing at it and using the same "detspecial" command. Note: Using this command while NOT pointing at an MG you own will detonate ALL of your MultiGuns. When an engineer points his crosshairs at an MG he owns, a red bounding box will be drawn around the MG, visible only to it's owner. This display will be repeated at regular intervals until the engineer stops pointing at his MG. You can use this to tell exactly which MG is yours, and safely allows you to use the selectable detonation option via the "detspecial" command. When it is first built, the multigun will have a flickering form (glowing your team color) and be inert. It can still take damage and die. A teammate must TOUCH the inert multigun to upgrade it. Different classes produce different types of multiguns: Class Upgrade Description ------------------------------------------------------------------------ Scout Displacer MG Teleports enemy to nearby random location. Sniper Laser rock launch Fires guided rockets at enemy. Soldier Rocket Launcher Fires rockets at enemy. Demoman Grenade Launcher Fires demoman gl_grenades at enemy. Medic Bio Cannon MG Launches infecting skulls at enemy. HWGuy Crowbar Shooter Fires exploding crowbars at enemy. Pyro Flamegun Fires exploding projectiles at enemy. Spy Tesla Coil Blasts enemy with electric discharge. Once a multigun has been upgraded, it stays that way until destroyed. If you want to change the type of gun you have, you must detonate it and build a new one. Once you've built the maximum number of multiguns, executing the "_special2" command again will give you it's status (health and gun type). If the server has the CVAR "ntf_capure_mg" set... Inert multiguns can be upgraded by anyone! This means that they can be captured by the enemy team - they'll then attack you and your teammates! It's a good idea to have a teammate around when you build a MG so that it can be upgraded before the enemy has a chance to capture it. NOTE: MultiGuns WILL take damage from friendly fire. Don't hit your teammates MG's with crowbars or shoot at them, this causes damage! They will also be damaged by enemy EMP's in range. UPDATE(ver 1.9.0) : Inert MultiGuns can now be upgraded by players on Allied teams. UPDATE(ver 1.9.0) : Engineers can dismantle inert enemy MGs by touching them. UPDATE(ver 1.9.0) : MG's are now invulnerable to teammates wrench-hits. UPDATE(ver 1.9.0) : MG's now cost CELL ammo to build, instead of armor power ( 5 - 200 min/max ). UPDATE(ver 1.9.0) : FORCE UPGRADES: Engineers can now force a MultiGun upgrade from their teammates, this WILL cost the engineer a life. Special Command: "touchmg ", where is the number corresponding to the class of the player (1 = scout, 2 = sniper ... 8 = spy). Example: "touchmg 7" for pyro upgrade. NOTE: An inert MG must be selected first, before the engineer can run this command. To select an MG, the engineer must point his crosshairs at an inert MG he OWNS, until a red bounding box is drawn around the MG, indicating that it is selected. NOTE: Engineers can only force an upgrade from a (living) player on THEIR team AND that player MUST be the same class as the type of upgrade they want. So, for example, an engineer can only get a flamegun upgrade if there is a Pyro on his team and that player is currently alive. NOTE: The "ntf_feature_statusbar" CVAR MUST be enabled for forced upgrades to work. 1.9 - Medic anti-grenade pods ----------------------------- Special Commands: "_special2", "buildspecial", "shield", "detspecial" Allowed Classes: Medic A medic using the "_special2" or "buildspecial" or "shield" command will build an anti-grenade shield pod. This pod will perform the following: -Primary Functions: - Destroy ALL nearby enemy type-2 grenades (e.g. nailgrenade) - Heals nearby teammates at 10 health units per second. - Cures nearby teammates of Freeze effects. - Cures nearby teammates of Biocannon Plague infections. UPDATE(ver 1.9.0) :Cures nearby teammates of TFC Timer infections (at 30 sec intervals). UPDATE(ver 1.9.0) :Cures nearby teammates of napalm/flamethrower/IC flames. UPDATE(ver 1.9.0) :Cures nearby teammates of caltrop/sniper-inflicted leg damage. -Secondary functions, controlled by the following CVARs: - Destroy RPG / IC / Laser Rockets and airstrike missiles. (server must enable "ntf_ag_destroys_missile") - Destroy Demoman devices : Detpacks, Mines, gl grens and mirv bomblets. (server must enable "ntf_ag_destroys_misc") - Destroy some general NeoTF stuff: anti-gren pods, anti-missile pods, antimissile-missiles and teleport disks. (server must enable "ntf_ag_destroys_ng") - The pod is biological, and will run out of life in 2 minutes, causing it to die and explode. -The owner of an antigren pod will be awarded a frag for curing teammates of Freeze effects, Biocannon Plague infections and TFC Timer infections. 1.10 - Medic dispenser upgrades ------------------------------ Special Commands: none Allowed Classes: Medic Touch any dispenser as a medic to upgrade it to a health-giving dispenser that recharges 10 health units per second to those around it. Medic upgraded dispensers will restock Snipers flashgrens, see section 1.4 for more details. 1.11 - Airstrikes ----------------- Special Commands: "_special2", "airstrike" Allowed Classes: Spy Use the "_special2" or "airstrike" command while looking at the sky to call an airstrike on your current position. The airstrike missiles will come from the area of sky you were looking at. Airstrikes are limited for each team based on time. NOTE: A server CVAR will determine if you undisguise when calling airstrikes ( while disguised ). 1.12 - Location information --------------------------- In some popular maps, when using the "say" or "say_team" commands, you can relay your current position by including special characters in your chat text. %p = Give the position you're looking at. %l = Give the position you're currently standing on. %c = Give your current class Examples: say_team Incoming enemy from %p! say_team MG upgrade needed at %l! Note that the FoxBot area files are used to provide location information. If you want to develop an area file for a map that doesn't already have one, you'll need to run FoxBot and use the area development tools. Details at http://www.foxbot.net Note: NeoTF first looks in tfc/addons/NeoTF/areas for area files. If a matching area file is not found, it looks in foxbot/tfc/areas. 1.13 - Landmines and Sensormines -------------------------------- Special Commands: "_special2", "buildspecial" "buildspecial2", "senmine" "detspecial" Allowed Classes: Demoman Use the "_special2" or "buildspecial" command to build a landmine. Use the "detspecial" command to blow it up, causing significant damage. Sensormines are built with "buildspecial2" or "senmine". They work just like landmines, but will let you know when an enemy is nearby. Note that neither of these are *not* proximity mines - they must be detonated by hand! Both types of mines will automatically detonate after 2 minutes. They will also be detonated by enemy EMP's in range. Note: there is a 2 second deploy delay shared between ALL types of Mines. Note: For each Mine, there is a 1 second detonation delay after you deploy the Mine before you can detonate it. UPDATE(ver 1.9.0) : A Demoman can now chose the type of LandMine to be built, see Section 2.3 (Player VARS) for more information. 1.14 - Soldier Remotes -------------------------------- Special Commands (OLD Remotes): "_special2" Special Commands (NEW Remotes): "_special2", "buildspecial2", "hellfire", "detspecial", "togglehover", "toggleview", "toggleboost" Allowed Classes: Soldier Note that there are two types of remotes. What kind you get is dependent on the server-side cvar "ntf_old_remotes": If the server has "ntf_old_remotes 0" When a soldier executes "_special2", they will launch a remote-controlled Apache helicopter or V-22 Osprey (the "remote"). The Apache and Osprey Aircraft have the exact same capabilities and weaknesses. The model is assigned based on team: Blue or Green = Apache (dark colors) Red or Yellow = Osprey (light colors) The soldier's view will change to the cockpit of the remote. You may toggle views between your aircraft and normal view using the "toggleview" command. The remote is controlled using the mouse. Your Aircraft will not blow up if it collides with anything, however it will take damage from ALL weapons, including YOUR own weapons if you're not careful. You may detonate your aircraft at any time using the "detspecial"command. Flight: Your aircraft has two flight modes: Normal forward flight and Hover. You can toggle these modes using the "togglehover" command. Turbo Boost: Since your aircraft can take damage from it's own weapons, it has been equipped with a speed booster to allow a quick getaway after you launch a bomb etc. You can toggle the boost using the "toggleboost" command. NOTE: The speed boost duration is 5 seconds, and it takes 10 seconds to recharge before the next boost. If you toggle the boost off prematurely it will increase the recharge time. NOTE: You may NOT launch any weapons while the Aircraft is in a turbo boost. The Weapons : Your Apache/Osprey can have up to 3 types of firepower, depending on how much ammunition you have: Homing Hellfire missiles, guided missiles and/or bombs. Each uses up a certain amount of ammo every time you launch them. If you don't have enough ammo for a certain weapon then you cannot launch that weapon. (NOTE: you must be controlling an aircraft to launch these weapons) Guided Rockets. While in the remote, executing "_special2" will fire a rocket. The view will not change. The rocket (and the Apache/Osprey remote) are controlled using the mouse. A rocket consumes 1 unit of ammunition. Bombs. While in the remote, executing "buildspecial2" will drop a bomb. The bombs cause significant damage (and use more ammo than the rockets). The bomb will explode approximately two seconds after being dropped (this is to prevent "bomb whoring" against moving objects). A bomb consumes 2 units of ammunition. Hellfire Missiles. Your aircraft comes with an automatic targetting system for the Hellfire missile, your target must be in range and near your crosshairs. NOTE: The system IGNORES disguised spies and Scouts with an active Ring of Shadows powerup. A GREEN HUD icon means you have a missile lock on a target and you can fire using the "hellfire" command. A Hellfire missile consumes 2 units of ammunition. Rockets and bombs leave trails which are color-coded by team. Hellfire missiles glow their team colors and have white trails. The soldiers are allowed (by default) only one remote per life. Remotes have a default of 9 units of ammunition. These values can be changed by server administrators via CVARs as they see fit. If the server has "ntf_old_remotes 1" When a soldier executes "_special2", they will launch a remote-controlled rocket. The soldier's view will change to the nose of the rocket. The rocket is controlled using the mouse. When it hits something, it will explode, causing significant damage. The soldiers are allowed only one remote-controlled rocket per life. You may NOT launch remotes from certain restricted areas. 1.15 - The Llama Cage --------------------- Special Commands: llamacage cageme llammafy [ llamaport ] llamacage2 cageme2 llammafy2 [ llamaport 2 ] llamacage3 cageme3 llammafy3 [ llamaport 3 ] llamacage4 cageme4 llammafy4 [ llamaport 4 ] unllamacage Allowed Classes: AUTHORIZED NeoTF Admins ONLY!! Only Players with proper authorization on the server can build the Llama Cage. The N on the command determines how big the Cage is. If you want to build/use the default cage, leave N off. Note that most maps are too small to hold the larger Cages =) The "detspecialcage" command will detonate the Cage. The "llamafy" command will teleport the player in your crosshairs to the specified Cage type. The "llamaport" command has the following syntax: llamaport [cage # <0-4> (default 0)] e.g., "llamaport 123" would teleport userid 123 to Cage type 0. The "cageme" command will cage the admin that executed it - useful for testing! The "unllamcage" command will restore the status of a specific Player if you input their Name or USERID or WONID after the command. It doesn't matter what cage # they are in. Notes: -While a llamacage exits and has llamas teleported to it (limit of 3 per cage): Caged Llamas will automatically convert to Civilian class for easy identification and ridicule. -Some TFC commands and all general NeoTF commands will be blocked for the Llama, the server CVAR "ntf_cage_cmdkill" ( 0 = off /1 = on ) will cause them to suicide if they try to use any of those commands. -The server CVAR "ntf_cage_recage" will control the automatic re-caging of Llamas if they are killed or suicide while in a cage. -There are 3 cage tortures to inflict on the llamas, all controlled by these CVARs: -Concussion torture: "ntf_cage_torture1" ( 0 = off / 255 = Max concussion effect ) -FOV torture: "ntf_cage_torture2" ( 0 = off /1 = on ) -Bomb torture: "ntf_cage_torture3" ( 0 = off /1 = on ) 1.16 - Jetpack --------------------- Special Commands: "_special2", "buildspecial" Allowed Classes: Pyro When a Pyro executes "_special2", they will ignite their Jetpack, which will give them a short boost. The jetpack can be used to launch the pyro a short distance in the air, or quickly along the ground. The jetpack consumes a default of 15 armor per use. NOTE: While carring flags/keys, the boost velocity is now reduced by 25% NOTE: For the first 30 seconds of every map, the Jetpack is deactivated. This is done to balance teamplay by allowing the all players to be fully spawned and assume their roles; offense, defense etc. NOTE: For the first 30 seconds after a Round begins, the Jetpack is deactivated. For example, after all flags are capped in warpath, cz2, avanti etc. 1.17 - Ability Sharing ---------------------- Special Commands: none Allowed Classes: HWGuy, Spy If the server has HWGuy sharing enabled; when a HWGuy is near a teammate, the teammate will receive an armor bonus depending on the following armor grouping: light, medium or heavy armored, with the respective armor bonus of 50, 100 and 150. If the server has Spy sharing enabled; when a Spy is near a teammate, the teammate will be fully cloaked and the spy will be semi-cloaked. There are a few limitations: - Cloaked teammates will emit visible purple rings on the ground. - Spies will loose their cloak if they are attacking. - Two Spies may NOT cloak each other. 1.18 - Teleporter Disks ----------------------- Special Commands: "buildspecial", "detspecial", "tele", "warpjump" Allowed Classes: Scout The scout can build a teleporter disk by using the "buildspecial" command. Once built, the scout can teleport themselves from anywhere in the map to the disk by executing the "tele" or "warpjump" commands. UPDATE: Using the "buildspecial" command when you have an active Disk will now trigger the teleport command. The disk can be destroyed by executing the "detspecial" command. No teleporting or disk building allowed while carrying flag/key. If the disk is damaged, it has a chance of malfunctioning. When the scout teleports, he will telefrag any players near the disk. Teleportation will "thaw" any Cryogen effects if the Scout is frozen by a Pyro. Each disk has a certain number of "charges". Once the charges are used up, the disk will explode. UPDATE(ver 1.9.0) : Tele Inventory Statusbar: This displays the total number of Disks deployed/in reserve and the number of jumps left for the current deployed Disk. 1.19 - HWGuy AirPod --------------------- Special Commands: "buildspecial2" , "airpod" , "detspecial2" Allowed Classes: HWGuy Usage: Use the buildspecial2 or airpod command to spawn your airpod. The AirPod is a biological gas-filled Xen entity, given a steady energy supply; it will give you the ability to float, and in some cases, fly. To fly forward: Do a running jump. To float up: Look up and hold down your FORWARD key, or look down and hold down your BACK key. To go down: Look down and hold down your FORWARD key, or look up and hold down your BACK key. Destroy your Airpod using the detspecial2 command. The AirPod has a few limitations: - It cost armor to spawn, default 50, min/max 5-100 via server CVAR. - It uses 5 armor points per second while in use. - It will be destroyed if you run out of armor. - It cannot be spawned while carrying flags/keys. - It will be destroyed if you pick up a flag/key. - It cannot be used while the player is submerged in water. - If you use the AC while in flight, all forward velocity is immediately halted. - The AirPod is biological, it has little health and it can be damaged by anything. Note: Gravity is not kind to HWGuys, try not to splatter youself on the ground...too much. 1.20 - FreeezeThrower --------------------- Special Commands: "buildspecial2", "freeze" Allowed Classes: Pyro The Pyro has a FreezeThrower that can be used to freeze enemies for a short amount of time. The frozen target will not be able to move, but WILL be able to rotate and fire or throw grenages etc. The frozen target will take environmental (cold) damage while frozen. To use the FreezeThrower, bind a key to "buildspecial2" or "freeze". The FreezeThrower has a few limitations: - It has a very short range (about that of the flamethrower) - The target must have both feet on the ground to be frozen - It cannot be used near respawns - It has a limited amount of ammo per life - You can only freeze one target at a time. - Ammo is only consumed if a target is hit - It can't be used on invulnerable players: for example; players protected by the Gas Chamber or gas suits in rock2. - It's duration is limited if used on flagcarriers. - The freeze effect can be cured by Medic's antigren pods. - Frozen players will now be thawed out if they receive ANY type of flame damage. ( Fire thaws Ice remember ?!?! ) - The FreezeThrower comes with a HUD targeting system. If you point at an Enemy player and conditions are ideal for freezing then you will see a Blue icon in your HUD. - The HUD Target feature requires the CVAR "ntf_feature_hudtarget" to be enabled on the server. UPDATE(ver 1.9.0) : Using the FreezeThrower on a burning teammate or ally will "cure" their flames. The pyro will receive a frag for curing players. 1.21 - Bounce Pads ------------------------------ Special Commands: "buildspecial2", "bouncepad" "detspecial2" Allowed Classes: Engineer Usage: When in range of a friendly Bounce Pad use "FORWARD" and "JUMP" keys in combination while moving forward to get a large forward boost. To get a smaller vertical boost use your "USE" key (default key is E ). Bounce Pads can be built and dismantled (if in range) with the same commands: "buildspecial2" and "bouncepad". There is a small dismantle delay enforced. Bounce Pads can be detonated using the "detspecial2" command. Building and Use of Bounce Pads costs armor, which are controlled via Two different server CVARS. You may NOT build or use Bounce Pads while carrying FLAGS/KEYS. Notes: - Falling damage is now minimized if you land within a bouncepad's range,this is allowed for all classes. - Heavy armored classes (Pyro/Soldier/HWGuy) may NOT use the Bounce pads. - BouncePads have a 2 minute lifespan and are immediately detonated by enemy EMP's. 1.22 - Ring of Shadows powerup (RoS) ------------------------------------ Special Commands: "_special2", "shadowring" Allowed Classes: Scout When activated this powerup will make you "invisible" to TFC Sentry guns and all NeoTF Multiguns and Hellfire homing missiles ( NOT PLAYERS!!! ) for a short period of time (15-25 seconds min/max, default of 20) which is controlled via a server CVAR. If you pick up a flag, with an active RoS powerup a server CVAR determines if your RoS powerup deactivates immediately. You may NOT activate the RoS while carrying flags. Your active RoS powerup will not function inside respawn areas. NOTE: You get only ONE RoS powerup per life, so use it wisely. It is recommended that you use your scout Radar to detect where enemy defenses are and then activate your powerup before you're in detection range. 1.23 - Surface-to-Air-Missile (SAM) Launcher ------------------------------------------ Special Commands: "buildspecial", "samlauncher", "detspecial2" Allowed Classes: Soldier (build) Engineer(upgrade) Details: Using the "buildspecial" command, soldiers will build an inert launcher base which glows it's team's colors. An engineer is required to touch the inert base to upgrade it's launcher turret. Using the "buildspecial" command with an active launcher will display its health. Using the "detspecial2" will detonate your S.A.M. Launcher Functionality: The SAM Launcher will shoot down any enemy Aircraft remotes in it's range and any aircraft launched missiles and bombs. Bombs and Hellfire missiles will be automatically killed, but the Aircraft and launched remotes will take a few hits before they are destroyed. Vulnerabilities: Short range. Requires a friendly Engineer to upgrade. Launcher can only be upgraded if the server is using the New Aircraft remotes. Upgraded SAM Launchers will only work if if the server is using the New Aircraft remotes. (i.e if an admin changes the ntf_old_remotes CVAR ingame all SAM launchers will not work.) Notes: - Inert Launchers can be dismantled by enemy engineers. - Inert Launchers can be upgraded by engineers on Allied teams. 1.24 - Spy Hoverboard ----------------------------------- Special Commands: "buildspecial2", "hoverboard" "detspecial" Allowed Classes: Spy Usage: (Note: This device replaces the defunct spy aqajet feature.) Using the "buildspecial2" or "hoverboard" command, spies will deploy a Hoverboard. This device will allow spies to fly around as long as they have armor. Use your "USE" key (default key is E ) to halt the forward movement of the hoverboard. Use your "BACK" key (ie DOWNARROW key) to put the hoverboard in reverse. Destroy your hoverboard with the "detspecial" command or use "buildspecial2" command again if you're already on a hoverboard. Notes: - Building and Use of Hoverboards costs armor, which are controlled via Two different server CVARS. - The speed of the Hoverboard is determined by a server CVAR, the range is from Soldier speed to Scout speed. The default is the Spy maxspeed. - You may NOT build or use Hoverboards while carrying FLAGS/KEYS. - Hoverboards do not work on or in water. (Doh!!!!!!) - Undisguised spies now have HoverBoards that are Team color-coded. If you disguise, your HoverBoard will change to a neutral (white) color. 1.25 - Snarks!!! ---------------------------------- Special Commands: "buildspecial2", "snark", "detspecial2", "+snarkcam", "-snarkcam" Allowed classes : Medic Details: Using the "buildspecial2" or "snark" command, Medics will launch a Snark. Using the "detspecial2" command will detonate* snarks (certain conditions apply). UPDATE: Snarkcam. Bind a key to "+snarkcam" When you spawn a snark, press and hold the key you have bound to "+snarkcam"to get the snark's eye view of the world. If the snark dies, your view will automatically return. Usage: It's a Snark!!! (Duh!). A Half-Life, alien lifeform from Xen. These creatures have been genetically modified By NeoTF to hunger for enemy Players, Sentry Guns and MultiGuns and they have a special dislike for the poor Schmuck who tossed them. NeoTF Snarks are stronger, faster, more intelligent, and heckuva lot meaner than the regular Half_Life Snarks. If the Snark's target is a Player, and that player is killed by another, or the Snark looses track of the Player, it will resume hunting for another target until it dies. Vulnerabilities: It costs a default of 10 units of Armor to spawn a Snark, controllable by a CVAR. You have a default of 5 Snarks per life, controllable by a server CVAR. (Maximum allowed is capped at 10 per life.) Snarks have a 15 second lifespan and they have little health. Snarks have a 3 second delay (when spawned) before they start hunting. Snarks will turn on their owner (after the delay) if tossed in an area with no enemies and their owner is still in visible range. *You cannot detonate Snarks that have turned on you. NOTE: Snarks will be considered as grenades and will be treated as such: they will be destroyed if tossed into respawns. NOTE: You are allowed to have 3 Live Snarks at a time, regardless of the default Maximum, so use them wisely. SPECIAL NOTE: Please DO NOT pet the snarks, Thank You. 1.26 - Mortar ---------------------------------- Special Commands ( Mortar only ): "buildspecial", buildmortar "detspecial" Special Commands ( Mortar Marker only ): "marker", "mortar", "detmarker" Special Commands ( Mortar Strike only): "mortarmissile", "mortarfire" Allowed Classes ( Build Mortar only ) : HWGuy. Allowed Classes ( Build Marker and launch Mortar Strike) : Scout, Demoman, Medic and Pyro. Usage: HWGuy class builds a team mortar. This class cannot get any kills via the mortar. Only teammates of certain classes can deploy Mortar Markers and call mortar strikes. Calling a Mortar strike works like this: Deploy a Mortar marker (preferrably within Line Of Sight of a mortar) using the "marker" command, then select a friendly mortar (they are color coded by team) by pointing at it and having it in crosshairs, then use "mortarmissile" command to launch missiles at marker. Markers will sustain damage from the missiles, however, they now have almost triple the health of most buildspecials, so they will take some direct hits before they are destroyed. Markers can be detonated with the "detmarker" command. If you already have a Marker, using the build command again will automatically trigger the "mortarmissile" command, which will launch a strike if you are pointing at a team Mortar. Vulnerabilities: Mortars and Markers are immediately detonated by enemy EMPs, and they both have a 5 minute lifespan. There is a delay between launching Mortar strikes. You can have only one active Marker at a time. You can only call Mortar strikes on you own Marker. NOTE: Using a team mortar will award the mortar's owner with some bonus armor in increments of the required building armor cost, up to a maximum of level 3 share armor ( 150 armor). UPDATE(ver 1.9.0) : A Teammate or ally (non-HWGuy) can "USE" the mortar to call a mortar strike on the location where their crosshair is pointing at, no marker is required. A visible mortar shell marks the position where the strike will hit along with a white ring. NOTE: Only the nearest player to the mortar can USE it, also the strike location will be the lowest solid surface from the place where the player's crosshair is pointing at. 1.27 - SaberDisc Powerup ---------------------------------- Special Commands: "saberdisc" , "shuriken". Allowed classes : Demoman Usage: Spies arent the only class that carries sharp pointy objects... Use the "saberdisc" command to toss the Saber Disc. It will be tossed in a straight line to where your crosshairs are at. If it hits an enemy Player, SG, MG, Aircraft, Land/Sensor Mine, Tripmine, Anti-Gren Pod or SAM Launcher it will do damage to it or kill it, but only during the toss phase. Once the Disc reaches its maximum range or it touches anything, it will return to you on a homing path like a boomerang. If you point at an enemy Player within range, and then toss the Disc, it will follow a semi-homing intercept trajectory until it hits the Player, or 10 seconds has elapsed or the Player is out of visible range. The Disc will then return to you. Skill Jump: The Disc has an incredible momentum, there is a recoil when you catch it. Use this to your advantage: jump and hold down your JUMP button just before you catch a returning Disc to convert some of the recoil into a vertical boost. Note: You will take some armor damage when you do this jump. Vulnerabilities: Discs have a short to medium range ( 512 - 1024 units ), depending on the Server CVAR "ntf_saberdisc_range". Your Disc has limited power, which is used up at each toss, the Server CVAR "ntf_saberdisc_charge" determines how much power it has and therefore how many throws you have per life. Discs move in a straight line when tossed (unless it's locked on an Enemy player), you have to throw them in an intercept path if you want to hit moving objects like Enemy Aircraft remotes. The Disc recoil will slam you into the ground if you toss it any higher than a horizontal direction and catch it coming down. (Jump just before you catch it to prevent this ). Discs can only do damage when thrown, returning Discs do not cause any damage except for knocking players out of its return path. Note: Discs will auto-return by teleporting to you, wherever you are, after a time interval of 30 seconds has elapsed. It is up to you to fetch your Disc if it gets stuck somewhere, or wait the extra 30 seconds for it to teleport back to you. Notes: - The SaberDisc comes with a HUD targeting system for use against Enemy players only. If you point at an Enemy player within range of your Disc then you will see a White icon in your HUD. - The HUD Target feature requires the CVAR "ntf_feature_hudtarget" to be enabled on the server. 1.28 - Sniper Beam Ladder ---------------------------------- Special Commands: "buildspecial2" , "ladder" , "detspecial2". Allowed classes: Sniper (build). Usage: Deploy the Beam Ladder Generator using the "buildspecial2" command. The same command will dismantle the Beam Ladder if you are in range; right at the foot of the ladder. There is a small dismantle delay enforced. Beam Ladder's can be detonated using the "detspecial2" command. Once the Ladder is projected... Going up: You can climb it by walking into it or jumping on it and then looking up at 45 degrees and hit your USE key (default key is E ). Going down: Look down at 45 degrees and USE it again. Getting off: Simply walk off the ladder, or do a forward/reverse jump: (FORWARD + JUMP) keys or ( BACK + JUMP) keys. Notes: - Beam ladders require a minimum height clearance above the Beam generator, otherwise they will self-destruct. - All players on ANY team can use the Ladder, except for heavy armored classes. - Shock damage is applied to ANYONE touching the ladder at the beams refresh interval (every 2 seconds). - Damage is done to armor first and then health. - Only one beamladder is allowed per player. - The Beamladder has a 2 minute lifespan and is immediately detonated by enemy EMP's. 1.29 - Server Date and Map Timeleft information ---------------------------------- Special Commands ( Map Timeleft ): "neotime" , "voxtime". Special Commands ( Server Date ): "neodate" , "serverdate". Allowed classes: All. Map Timeleft: All players can query the time remaining on a map using the "neotime" or "voxtime" command in console or in Global/Team chat. The time will be displayed, (In their HUD and vocally by the Half-Life Vox) in hours, minutes and seconds and is accurate up to an interval of 24 hours ( mp_timelimit = 1440 and mp_timeleft = 86400). NOTE: the admin command "neotf_timeleft" will now run this timeleft command on all players. Server Date: All players can query the Server's current date and time using the "neodate" or "serverdate" command in console or in Global/Team chat. The Server's current date and time will be displayed in the Player's HUD. NOTE: The date/time information is only as accurate as the clock setting of the computer hosting the Server in question. NOTE: The query interval is also shared with the Map Timeleft feature. UPDATE(ver 1.9.0) : Duplicate information is sent to the player's console. 1.30 - Togglemenu ---------------------------------- Special Commands: "togglemenu" , "specialmenu". Allowed classes: All (Normal TFC classes 1- 9). All normal TFC classes now have a custom NeoTF build menu, like the old style (Non-VGUI !!) TFC spy/engineer build menu. Access your build menu by using the "togglemenu" or "specialmenu" command, a list of options will be displayed in your HUD. You can close the build menu by either choosing an option displayed, or using the "togglemenu" or "specialmenu" command again. Choosing an option works like this: select the number on your keyboard corresponding to the one that precedes the option displayed in your HUD. We assume that your number keys are all bound to VALVe's default ones, if not, here are a few examples on how to rebind them: (In your config.cfg file in your TFC directory) bind "1" "slot1" bind "9" "slot9" Note: The NeoTF build menu's option range is from 1 to 9 Note: A few options are available exclusively via this build menu, for example; the "Call For Upgrade" option for Soldiers/Engineers, which uses the location information ( providing that the corresponding FoxBot Area file is being used by the server) to automatically send a team chat message giving your current location to your teammates. Note: The build menu can be scripted to work like the old TFC menus, for example; the exclusive "Call For Upgrade" option can be scripted to work from one key (e.g. "F12" ) by scripting an alias like this: (In your autoexec.cfg or your soldier.cfg or engineer.cfg in your TFC directory) alias "upgrade" "togglemenu;wait;wait;wait;menuselect 6" bind "F12" "upgrade" 1.31 - Soldier Tripmines ---------------------------------- Allowed classes: Soldier (build). Special Commands: "tripmine" Note: If you are not flying an Aircraft Remote then the "buildspecial2" command may also be used to deploy a Tripmine. Usage: Like it's Half-life counterpart, this Mine can be placed on most surfaces ( except on TFC/NeoTF buildables or on restricted areas). When deployed, the Tripmine emits a laserbeam which acts as a tripwire. When Enemy players or objects cross the beam, the Mine detonates. NOTES: -It costs armor to deploy a Tripmine ( 25 -150 server min/max ) -You may only have a certain amount active at one time ( 1- 5 server min/max) -Tripmines have little health and are easily destroyed. -Tripmines cannot be remotely detonated. -Teammates will not trigger a player's Tripmine if they cross the beam. UPDATE(ver 1.9.0) : - Tripmines will now automatically detonate after 2 minutes. - Teammates' buildables will not trigger a player's Tripmine if they cross the beam. 1.32 - HWGuy PowerUp ---------------------------------- Allowed classes: HWGuy (build). Special Commands: "powerup" , "_special2" Usage: Deploy the Powerup using the "_special2" or "powerup" command. Teammates and allies can pick up the powerup by touching it. NOTES: - It costs 50 cell ammo (maximum HWGuys can carry) to deploy a powerup. - The Powerup lifespan is 2 minutes before it returns to the HWGuy automatically. - HWGuys may only have 2 deployed powerups at one time. - HWGuys can retrieve a tossed powerup (after 3 sec delay) by touching it. The cell ammo used to make it is recovered. - Allowed usage: all teammates and allies, of all classes, including Civilian can pick up and use the powerup ( Except it's owner and spectators ). - The powerup is returned if its user dies. - The powerup is destroyed if its owner changes from HWGuy class. - The powerup glows it's team's color when picked up. - The type of powerup depends on the class that picks it up: Powerup types: Scout: Mini Quad ( 5 sec QUAD damage at 15 sec intervals). Sniper: Flashgren regeneration ( full restock at 15 sec intervals). Soldier: Shell/Rocket ammo regeneration ( 10 shells + 5 rockets at 5 sec intervals). Demo: Detpack regeneration ( 1 detpack at 45 sec intervals). Medic: Conc grenade regeneration ( 1 conc gren at 15 sec intervals) . HWGuy: Shell Ammo regeneration ( 15 shells at 10 sec intervals).. Pyro: Cell/rocket ammo regeneration ( 15 cells + 2 rockets at 5 sec intervals). Spy: Health regeneration ( 5 health points at 2 sec intervals). Engineer: Cell regeneration( 25 cells at 5 sec intervals). Civilian: Long Jump module ( use DUCK + JUMP buttons to activate). Note: Players can discard an active powerup by using the "dropitems" command ( i.e. the drop flag command). 1.33 - Medikit scanner ---------------------------------- Allowed classes: Anyone using the medikit. Special Commands: None. Usage: Players using the medikit (AND holding +ATTACK button) have a medscanner which which detects teammates with Medic and/or Biocannon Plague infections and displays a beam to that teammate visible only to the player using the medikit. Notes: - You don't necessarily have to be a medic to use this, all you need is the medikit weapon. - The Scanner will override radar functions for scouts. Player vars: "medscanoff" and "medscandelay", see Section 2.3 (Player VARS) for more information. 1.34 - Half-Life MP3 Player ---------------------------------- Allowed classes: All. Usage: STEAM Half-Life comes with all the music tracks found on the original Half-Life CD. You can use this MP3 Player to access all these tracks. Special Commands: "neotf_mp3_playlist" , display MOTD list of HL MP3 tracks to player. "neotf_mp3 " , e.g "neotf_mp3 play 20" Where (playtype) is either the word "play" or "loop" Where is the number of the track to be played (1- 27) OR the word "random", which will select a random track. Note: playing track 0 will end the current track playing (if any). "neotf_mp3 stop", This will end the current track playing (if any). ADMIN Command: "neotf_mp3_all " , e.g "neotf_mp3_all play 20" See "neotf_mp3" parameters above. NOTE: All MP3 commands do not work on bots. NOTE: This requires the "ntf_feature_hlmp3" cvar to be enabled. HL MP3 Playlist: 1 "Adrenaline Horror" 2 "Vague Voices" 3 "Klaxon Beat" 4 "Space Ocean" 5 "Cavern Ambience" 6 "Apprehensive Short" 7 "Bass String Short" 8 "Hurricane Strings" 9 "Diabolical Adrenaline Guitar" 10 "Valve Theme [Long Version]" 11 "Nepal Monastery" 12 "Alien Shock" 13 "Sirens In The Distance" 14 "Nuclear Mission Jam" 15 "Scared Confusion Short" 16 "Drums And Riffs" 17 "Hard Technology Rock" 18 "Steam In The Pipes" 19 "Electric Guitar Ambience" 20 "Dimensionless Deepness" 21 "Military Precision" 22 "Jungle Drums" 23 "Traveling Through Limbo" 24 "Credits / Closing Theme" 25 "Threatening Short" 26 "Dark Piano Short" 27 "Sharp Fear Short" Note: Listen for some these tracks in Half-Life 2. 1.35 - Flares ---------------------------------- Allowed classes: All. Special Commands: "flare" Usage: Players can toss an unlit magnesium flare using the "flare" command. Once on the ground, the flare ignites and illuminates a small area until it fizzles out. Notes: - You are allowed to have up to 3 flares deployed at a time. - Flares do not do damage. - Flares will work underwater. NOTE: This requires the "ntf_feature_flare" cvar to be enabled. 1.36 - Tentacle Monster (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: We have ported the Half-Life Tentacle monster to TFC for your enjoyment/amusement/horror. If you have played Half-Life (and You SHOULD have), you will know how this monster works. Notes: - Only 6 of these monsters are allowed in a map. You can have 6 indiviual ones or 2 Maws or 1 Maw and 3 individual ones. - This monster requires a LOT of room to spawn. - Like any map entity, PLACEMENT of this monster is important! Try to place it where it will not clip into world objects/architecture. NOTE: Once spawned, TFC prevents any engineer from building anything within the Monster's bounding box. NOTE: This requires the "ntf_feature_tentacle" PRECACHE cvar to be enabled AND a mapchange to load the models/sounds. NOTE: This feature is auto-disabled for the "warpath" map. NOTE: The classname of this entity is "ntf_monster_tentacle" for the HLDS removeent command. ----------------Tentacle Maw------------------ Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Note: The Maw is composed of 3 Tentacle monsters equally spaced in a circle. Note: The Maw spawn parameters are the same as the normal Tentacle monster spawn. 1.37 - Barnacle Monster (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: We have ported the Half-Life Barnacle monster to TFC for your enjoyment/amusement/horror. If you have played Half-Life (and You SHOULD have), you will know how this monster works. Notes: - Only 32 of these monsters are allowed in a map. - Like any map entity, PLACEMENT of this monster is important! Try to place it where it's prey will not get stuck in world objects or architecture while being lifted up into it's mouth. NOTE: This requires the "ntf_feature_barnacle" PRECACHE cvar to be enabled AND a mapchange to load the models/sounds. NOTE: This feature is auto-disabled for the "warpath" map. NOTE: The classname of this entity is "ntf_monster_barnacle" for the HLDS removeent command. 1.38 - Xen Tree (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: You can create the Half-Life Xen Tree Entity for your enjoyment/amusement/horror. If you have played Half-Life (and You SHOULD have), you will know how this entity works. Notes: - Only 24 of these entities are allowed in a map. - Like any map entity, PLACEMENT of this entity is important! Try to place it where it will not clip into world objects/architecture. NOTE: This requires the "ntf_feature_xentree" PRECACHE cvar to be enabled AND a mapchange to load the models/sounds. NOTE: This feature is auto-disabled for the "warpath" map. NOTE: The classname of this entity is "xen_tree" for the HLDS removeent command. 1.39 - Map Powerup Item (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: There are 5 types of item powerups. They must be touched by players to be used. ==QUAD Item== - This Item gives limited ( 5- 30 sec min/max ) quad damage to a player. - The Item appears as a HEV Suit glowing white. - This Item will undisguise spies if used. ==INVUL Item== - This Item gives limited ( 5- 30 sec min/max ) invulnerability to a player. - The Item appears as a HEV Suit glowing yelow. - This Item will undisguise spies if used. ==INVIS Item== - This Item gives limited ( 5- 30 sec min/max ) TFC invisibility to a player. - The Item appears as a HEV Suit glowing purple. - Players are ONLY invisible to SG's when activating this item. - This Item will undisguise spies if used. ==AIRTANK Item== - This Item gives limited ( 5- 60 sec min/max ) amount of oxygen to a player. - The Item appears as a HEV Suit glowing blue. - This item only works properly if activated by players who are completely submerged in water, so only place this item in deep water. - If a player (who has used this Item) comes up for air before his extended air supply is used up, the effects of the Item is negated. ==ANTIDOTE Item== - This Item cures medic or plague infections. - The Item appears as a HEV Suit glowing RED. - Only INFECTED players can use this item. - This Item will undisguise spies if used. - This item can be configured to restore player's health. - There is a 30 second delay between curing of medic infections. Notes: - The respawn time of these items can be adjusted. - Use of all these Item can be limited to a specific team or all teams. - These Items must be TOUCHED by players. - Only 24 of each type of entity are allowed in a map. - Admins can spawn up to 4 of each type of entity. - This feature requires the admin authlevel: AUTH MAPENT (1024) to spawn these Items. - This feature requires the "ntf_feature_mappowerup" cvar to be enabled. 1.40 - Map Speedball Powerup (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: This powerup gives an added speed boost to the player carrying the item. It must be touched by players to be picked up and carried. Notes: - This Powerup Item appears as the Civilian player model. - This Powerup Item glows the color of the team allowed to use it (blue, red, yellow or green), or white if all teams can use it. - This Item will undisguise spies if picked up and players cannot disguise again while carrying it. - The speed boost gained is proportional to the default class speed and is capped at the maximum allowed speed. So heavier classes will move faster, but light (faster) classes will not that have as much of a speed gain. - The Speedball is dropped if the player carrying it dies or they use the drop flag command ( "dropitems" ) command. - When a speedball is dropped it remains on the ground for a specified amount of time (10-300 sec min/max) before returning to it's start position, unless picked up again by another player. - Use of all these Item can be limited to a specific team or all teams. - Only 8 speedballs are allowed in a map. - Admins can spawn up to 4 speedballs. - This feature requires the admin authlevel: AUTH MAPENT (1024). - This requires the "ntf_feature_mappowerup" cvar to be enabled. NOTE: Bots cannot use the speedball. 1.41 - Map Weapon Item (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: This item gives a single TFC weapon to a player of any class. It must be touched by players to be picked up. Notes: - The Item appears as a rotating model of the weapon type it gives out. - Use of this Item can be limited to a specific team or all teams. - This requires the "ntf_feature_mapweapon" cvar to be enabled. - This item will not try to give a weapon to a player who is already has the same weapon in his inventory. - The respawn time of this item can be adjusted ( 10-300 sec min/max). - This feature requires the admin authlevel: AUTH MAPENT (1024). - Only 12 weapon items are allowed in a map. - Admins can spawn up to 6 weapon items. NOTE: Use the weaponbox item instead if you are going to use a lot of weapon items in a map. 1.42 - Map WeaponBox Item (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: This item gives any and up to all TFC weapon(s) to a player of any class. It must be touched by players to be picked up. Notes: - The Item appears as an ammopack glowing yellow. - Use of this Item can be limited to a specific team or all teams. - This requires the "ntf_feature_mapweapon" cvar to be enabled. - This item will not try to give a weapon to a player who is already has the same weapon in his inventory. - The respawn time of this item can be adjusted ( 10-300 sec min/max). - This feature requires the admin authlevel: AUTH MAPENT (1024). 1.43 - Cycler Entity (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: Cycler entites are used to display and test model animations. Shooting at them advances their animation sequence ( if they have more than one). These are the available types of models: 0 = Gargantua 1 = (New) Scout player model 2 = (New) Sniper player model 3 = (New) Soldier player model 4 = (New) Demoman player model 5 = (New) Medic player model 6 = (New) HWGuy player model 7 = (New) Pyro player model 8 = (New) Spy player model 9 = (New) Engineer player model 10 = Gordon Freeman 11 = Green Apache 12 = Black OP Apache 13 = Tan Osprey 14 = Black OP Osprey 15 = Green Osprey 1.44 - Tank Entity (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: This entity is not really a Tank, it's actually a 50-calibre machine gun emplacement. To control a Tank, a player must walk up to it and hit their "USE" key. You cannot control a Tank that is already in use by another player. When in use, Tank will mirror it's controller's direction. The Tank has almost 360 degrees of yaw range ( it can swivel left or right all the way around) and 45 degrees of pitch range ( it can tilt up or down to this maximum degree ). While controlling a tank, the player's current weapon is holstered, this is done so that their primary attack key will now fire the Tank. The Tank entity fires bullets just like a Sentry Gun. Only one player can use the Tank at a time. Notes: - This Entity appears as a Green Level 1 Sentry Gun model. - Use of this Entity can be limited to a specific team or to all teams. - There can only be up to 8 of these entities in a map, that includes any pre-existing map entities. - This entity can adjusted to be either invulnerable or it can be set to take damage and be destroyed. 1.45 - Tank Laser Entity (ADMIN/HLDS-ONLY) ---------------------------------- Allowed Classes: AUTHORIZED NeoTF Admins and Server Operators. Special Commands: See ntf_admin_commands.txt file for Admin and HLDS spawn command. Usage: See Tank Entity above. Notes: - Instead of bullets, this entity fires a Laser. - This Entity appears as a Yellow Level 2 Sentry Gun model. - Use of this Entity can be limited to a specific team or to all teams. - There can only be up to 8 of these entities in a map, that includes any pre-existing map entities. - This entity can adjusted to be either invulnerable or it can be set to take damage and be destroyed. 1.46 - Load Config (SERVER OP/HLDS-ONLY) ---------------------------------- This allows server operators to automatically run a map-specific config file at the beginning of a map (time + 10 seconds). This will allow you to run any HLDS (Neo+TFC) command: create entities ( cycler, tentacle, barnacle, xen_tree, ntf_item_invul etc.) when the map starts. USAGE: Create a "neotf" folder in your tfc/maps directory Put all map config files ( .cfg file extension). The config files are in this format: _ncf.cfg Where is the name of the map withouth the .bsp extension. Examples: 2fort = "2fort_ncf.cfg", badlands = "badlands_ncf.cfg" , rock2 = "rock2_ncf.cfg" Note: Config names are CASE SENSITIVE, they MUST match the map name. NOTE: This requires the "ntf_feature_loadconfig" cvar to be enabled. CVAR Settings: "0" : Disabled. "1" : Read-only. The server will only try to read the map config file. If the file doesn't exist or it's blank it will be skipped. If the map config exists and it has content (not blank) it will be executed. "2" or greater: Create. The server will create the maps/neotf directory (if it doesn't already exist) and create a blank map-specific config (if it doesn't already exist). If the map config exists and it has content (not blank) it will be executed. HLDS COMMAND: "ntf_reload_config", this server command will reload the current map's config file (if it exists) in 2 seconds. NOTE: This feature (like Authorization) is only accessible via the Server Op. NOTE: Certain entities will not be created unless their governing cvar is enabled and/or they require a mapchange to be enabled. 1.47 - HUD Help messages (SERVER OP/HLDS-ONLY) ---------------------------------- This allows the server to display some helpful HUD text messages to players. The server will cycle through a set of the following messages: "For NeoTF help list: Type ntf_help in console" "To open your console: press the ~ KEY above TAB key" "For NeoTF Build MENU: bind a key to togglemenu in console" "Some Neo commands: _special2 buildspecial buildspecial2 detspecial detspecial2" "Example key binding, type in console: bind F12 togglemenu" To enable this feature, set the "ntf_hudhelp_interval" CVAR to the desired interval ( in seconds ) between messages (30-120 seconds min/max). Notes: - To disable messages, set interval to 0 seconds. - The first HUD message will be sent after 1 minute has elapsed at the beginning of each map. - All HUD messages are echoed to players consoles. - Players can choose to disable receiving of HUD messages via enabling the "nohudhelp" player VAR. - This feature (like Authorization) is only accessible via the Server Operator or admins with rcon. Section 2 - In-game Help and Player Var Commands. ================ 2.0 Accessing your console. ---------------------------------- The Half-Life console is a simple command-line interface, it works sort of like an MS-DOS window. By default, Half-Life binds the console activation to the tilde key: "~" on your keyboard. While playing a game you can access your console by hitting the tilde key "~" , this will bring down your console. Note: hitting or typing the same key will close your console if it's open. Note: the actual game command for the console is: "toggleconsole" If you cannot access your console in a game, edit the config.cfg file found in your SteamApps\YOURNAME@EMAIL\team fortress classic\tfc folder, add these entries and save the file: console "1" bind "~" "toggleconsole" You should now be able to access you console ingame with the "~" key. 2.1 Help list. ---------------------------------- These are the console commands which will display the Server's help files. The information will be displayed via console or MOTD window, or Both depending on the server's "ntf_helptype" CVAR setting. ( 0 = MOTD only, 1 = Console only, 2 = MOTD and Console). **General help commands** Main help List : "ntf_help" , "helpme" , "help" General help : "ntf_help_general" , "helpgeneral" Server custom help : "ntf_help_server" , "helpserver" **Feature-specific help commands** MultiGun Help : "ntf_help_mg" , "helpmg" Soldier Remote help : "ntf_help_remote" , "helpremote" Aircraft Remote help : "ntf_help_remote_new" , "helpremotenew", "ntf_help_apache", "helpapache" Old Remote help : "ntf_help_remote_old" , "helpremoteold" Map Entity help : "ntf_help_entity" , "helpentity" HWGuy Mortar help : "ntf_help_mortar" , "helpmortar" Player VAR help : "ntf_help_vars" , "helpvars" **Class-specific help commands** Scout help : "ntf_help_scout" , "helpscout" Sniper help : "ntf_help_sniper" , "helpsniper" Soldier help : "ntf_help_soldier" , "helpsoldier" Demoman help : "ntf_help_demo", "ntf_help_demoman", "helpdemo" Medic help : "ntf_help_medic" , "helpmedic" HWGuy help : "ntf_help_hwguy" , "helphwguy" Pyro help : "ntf_help_pyro" , "helppyro" Spy help : "ntf_help_spy" , "helpspy" Engineer help : "ntf_help_engineer" , "helpengineer" NOTE: These commands MUST be entered via the player's console. 2.2 Player Vars ----------------------------------- Players can customize the behavior of certain features on the current server only they are on. This behavior will last until the next map change, or, until the player changes it again. Note: Thes customizations are valid for the current slot occupied by the player. To initiate a VARiable customization the first command must be "ntf_impulse". This must be typed in console or executed via a config file etc. Commands: Help Command : "ntf_impulse help" This will display how to query or change player VARS. VAR list command: "ntf_impulse list" This will list all player VAR commands and the types of input they require. Input type definitions: "interger" : whole numbers e.g. 1, 2, 5, 30 "boolean" : numeric equivalent of true/false, e.g. 1 or 0 "float" : floating point e.g. 0.5, 1.3, 10.6 "bitmask" : numeric sum of options, e.g. 1+2+4+8 = 15 Player VARS: ==Scout radar modes== Help Command : "ntf_impulse radarmode help" Var query command: "ntf_impulse radarmode", this will display the current mode setting. Set Var command "ntf_impulse radarmode " Where is the combined total of all mode bits: 0 = SCAN ALL (default: scan everything), 1 = SCAN PLAYER ONLY (all players on all teams), 2 = SCAN TFC MECH ONLY (SG's, Dispensers, Teleporters and detpacks), 4 = SCAN NEOTF MECH ONLY (all multiguns). For example: To scan for only MG's and TFC Buildings (2+4), enter: "ntf_impulse radarmode 6" in your console. Special note: "0" is the default radar setting (scan all). Theses are all the combinations you can enter: 0 = SCAN ALL 1 = SCAN PLAYER ONLY 2 = SCAN TFC BUILDINGS ONLY 3 = SCAN PLAYER + TFC BUILDINGS 4 = SCAN NEOTF MECH ONLY 5 = SCAN PLAYER + NEOTF MECH 6 = SCAN TFC MECH + NEOTF MECH 7 = SCAN ALL ==Demoman Land Mine types== Help Command : "ntf_impulse landminetype help" Var query command: "ntf_impulse landminetype", this will display the current type setting. Set Var command "ntf_impulse landminetype " Where is one of the following settings: 0 = NORMAL (default tossed Land Mine), 1 = STICKY+USE (deploy Sticky Mines IF player is holding USE key, else deploy normal Land Mine), 2 = STICKY-ONLY (only deploy Sticky Mines ). The default setting is "0" i.e. normal Land Mines. ==Medikit scanner mode== Help Command : "ntf_impulse medscanoff help" Var query command: "ntf_impulse medscanoff", this will display the current mode setting. Set Var command "ntf_impulse medscanoff " Where is one of the following settings: 0 = (scan enabled), 1 = (scan disabled) The default setting is "0" i.e. Scanner enabled for players. ==Medikit scanner delay== Help Command : "ntf_impulse medscandelay help" Var query command: "ntf_impulse medscandelay", this will display the current time interval setting. Set Var command "ntf_impulse medscandelay