================================================================ Title : Multiflag v2.01b Author : Remy Horton Email Address : remy@broadway.compulink.co.uk (Don't be afraid to email me.. even if you've got nothing much to say.. i'd like to hear your comments.. :) ) Misc. Author Info : auther of Dm3Rules and MineWar Description : A variation of CtF.. Included Files : mflag201.txt, pak0.pak ================================================================ * Play Information * Single Player : no Cooperative 2-16 Player : no Deathmatch 2-16 Player : Yes! New Sounds : No New Graphics : No New QuakeC : Yes New MoDeLs : Not really new.. ================================================================ Installation: Make a multiflg directory in your quake directory and copy pak0.pak to it. then run quake with the -game multiflg parameter. ================================================================ I was going to make a full CtF patch but i wasn't expereinced enough to do some of the things in DmPlus, so i came up with multipatch. Multipatch should still be intresting, especally since it has 3 teams rather than 2.. ..since then its has developed. It has come a bit more like the other CtF patches avalable, but since there were enough of them around, i decided to keep the MultiFlag idea. The idea is simple. You run over one of the enemy team's bases to pick up their flag (if its avalable). The number of keys (on the status bar) you have indicates how many flags you are carrying. For each flag you have when you run over your base you get 4 frags. While you are carrying a flag, you will glow, so your opponents will all make it a priority to kill you. After you take a flag from a base, another flag cannot be taken from it until you either die or secure the flag (take to to your base). The bases look like a keycard if a flag is avalable, and a medieval key if not. If your team doesn't have a base you can place one down using impulse 31. The colour of the base will be your team colour, and the base will glow so hiding it in a dark corner won't work well. If a base detects that it has no owners on the level it will destroy itself (it can be replaced). ================================================================ Changes since 1.1: * Now supports 14 teams (last ver allowed 3) * Flag reappears when it has been secured or carrier dies, not 1 min after it has been taken. * Bases and people carrying flags now glow. * Flag in question now identified in more areas. * Bases now scan for owners every 10 secs rather than 1 min.. * Better docs.. :) * Help subsystem added Changes since 2.0: * Owner scans now detect dead players (i hope).. * All teams are now restricted to 1 flag each.. * First version released onto internet.. ================================================================ Various notes (tech info you can safely skip): Flag positioning can be forced by putting these entities into a level: item_base_red Red flag base item_base_blue Blue (silver to quake) base item_base_gold Golden/yellow base Use these spawnflags values to alter how the flag is handled: 1 - Bases are disabled when no owners are present rather than being destroyed. 2 - The flag is unaffected by absent owners item_base_ entities havn't been inserted yet for the other team colors. I may add item entities which can be used to forcibly control games in levels (only 6 teams allowed, etc).. There is currently no restriction on activity before bases are placed. Watch your back while you (or teammates) are placing the team base. The flag/base MDLs are a quick and a bit tacky but at least they are easely destinguishable from each other. I'm not sure how well this will perform on people with more marginal machines. I developed this on a P166 (16mb ram) and i've had no slowdown.. I may add my MineWar weapons to this patch. ..and maybe something to stop people switching colours You may not make this patch part of a project unless you mail me first. Also you may not sell this addon, and it must be distributed with this .txt file. Add usual disclaimers here.. :)