Jedi Quake Episode 4 update 1 a new Mod (The Definitive Edition)


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NameJedi Quake Episode 4 update 1 a new Mod (The Definitive Edition)
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Jedi Quake Episode 4 - update 1 - A New Mod... (The Definitive Edition)
by Cara Quinn
with special thanks to Bryan Smart and Derek London, for their contributions with coding, advice , and suggestions...
Thanks to Robjoy and Ednun for some of these sounds, and to those who have helped me with beta testing.
-and lastly, very special thanks to Andre and Farhan for running the Jedi Quake mods on tbrn.net, as well as most graciously offering me space on the site to host these releases and such. You guys rock my world!!! )

Note This release contains several bug fixes, but most noteworthy are the previous two bug fixes accessible via impulse.
Impulse 88 now allows you to set your ammo type at will, which also has the effect sometimes of correcting any strange movement issues you may encounter, so I've included it here for completeness.
The second one is carried over from version 3.9 and should no longer be necessary but again, I've included it here for completeness.

Though I personally haven't seen this bug myself, with the current improvements, I'm told that there is apparently a bug which may find the player's compass corrupted after they've been force pushed at times. For this reason, until I can repair the problem, I've included an impulse to immediately turn the player north, to restore their compass. This impulse is impulse 89.
Please, do let me know if you see any issues happening in your games, and note the situation(s) in which they happen if you can.
GuitarBabe@earthlink.net
Thank you so much for your help...
Known Bugs
1 Occasional inability to move after using the telegrenade.

Work-around Firing the telegrenade should again, allow movement. It may be necessary to repeat. My apologies for this...
2 Bots occasionally will move despite the effects of the stun gun. There is currently no work-around.
3 Occasionally when a player is sniped, an incorrect death message will display, but this doesn't interfere with the game otherwise.
4 Visually, the Ray shields cannot be seen, and as yet, there is no work-around; again, my apologies.
5 After a player expires from another player's grappling hook, it may register as still being connected with them after they respawn, so they may continue to be effected by it. Currently, there is no work-around.
6 Occasionally, a player's light saber will remain where they left it after they expired, with it's hum being heard by others. It cannot be picked up or moved, and though there is no work-around currently, it otherwise, does not effect the game.
7 The landing sound of the jet pack may play while bots are still on the ground. There is currently no work-around for this, and once again, my apologies...
***
New in this release
***
Improved sounds
The sounds of the electro grapple, toggles, and backpacks has been improved.
___
Improved Lightning Gun
Let's just say that the lightning gun and water really shouldn't mix, which is as it should be, wouldn't you agree?... )
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How to Observe in Quake
I've included a section in this document which covers observing the game as a spectator, taking you through the process step by step. You can search on *** or the article's title above...
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Modified Jawas Stungun
The Jawas Stungun has now been modded to use 10 units of jet pack charge as well as it's usual ammo. The jet pack fuel will recharge as normal. If you have less than 10 units of charge, the stungun will not activate, even if you have the proper ammo otherwise...
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Proper Light Saber Model
finally, thanks to Bondo, the author of the Super Duper quake mod, I've been able to locate a proper light saber model! It glows blue, and should enhance the game a bit for those with sight...
You can visit the ModDB page for this mod at
http//mods.moddb.com/2769/superduper-quake
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Splashing Grenades
Grenades now make a splash sound when contacting water, rather than their usual bounce sound...
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Tracking players or bots while spectating
While observing a game, you may now find out which player you're watching by typing impulse 97 into the console. This will also announce their health and force in addition to their name.
Note this may sometimes not register if the player you're tracking is moving very quickly so in such a case, you may need to repeat the impulse.
(Please see the section 'How to Observe in Quake' at the bottom of this document)
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Improved bot health
Bots are now more intelligent in how / when they search for health. You may find that this can sometimes cause them to retreat from you during a battle, if their health is too low.
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Flying Bots!!!
Bots can now also use the Jet Pack, so you might want to keep your eyes on the skies!!!
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Improved Jet Packs
It's now possible for the jet pack flame to scorch what it comes in contact with, so you might want to be aware of your team mates and such, as well as Thermal Detonators...
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Improved nail guns
The nail and super nail guns are now greatly sped up, with their bullets also being much faster. To go with this, the default ammo that one gets, has also been doubled...
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***
JQ 4 features
***
Further Enhanced Force Push
The force push has yet, further been improved! Now it is possible to obtain a frag from pushing an opponent off of an edge, on to a thermal detonator, or into a ray shield.
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Adjustment of compass for mouse use
Impulse 84 calls a function that I'd originally written to correct a player's compass after they were force pushed by a bot, to prevent the possibility that their compass may then be corrupted. I've included it here, so that you may, at will, correct your compass heading if you'd like to use a mouse in your games.

The impulse will simply call the function which will automatically adjust your compass / direction to the nearest correct compass heading.
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Ray Shield
Impulse 78 raises a Ray Shield which, as its name implies, reflects ray / beam weapons back from it. The shield can face only in cardinal directions; I.E. north, south, east or west. You can, however, be slightly off axis from these directions when you initiate it. It will not work if you are facing northeast, northwest, southeast, or southwest.

when the shield is active, you'll hear a sound indicating where it is, and where its edges are so you can avoid it or use it for cover etc.

The shield will appear in front of you, and be rooted to the floor, and proceed upward touching the ceiling, or if one is too high, the shield will stop at roughly twice the height of the player.

It will also extend left and right of the player until it touches a wall, or, as before, if one isn't present in the general vicinity, it will simply reach its limit and end. The maximum width of the shield is approx twelve times the width of a player.

You need to be in a position where the shield has a floor to root to, otherwise it will not work. Additionally, you will not be able to use a shield if there is a wall or some inanimate obstacle, too close in front of you. In other words, there simply will not be enough room for the shield to be raised.

The shield will last for two minutes, or until it is damaged to the point that it shuts down before that time.

The shield can take 1000 points of damage before it shuts down, and it is damaged only when a player, bot or monster touches it, or by either a grenade or rocket hit.
It will take 100 points of damage from a rocket or grenade, and 10 points of damage from a touch by an entity. The entity will also take as much damage each time they touch the shield for as long as they touch it. You'll hear a sound to let you know this is happening, as well as a sound when the shield is hit in general.

To raise the shield, you need 50 units of charge for the Jet Pack, as well as 50 cells.
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Improved Jet Pack
The Jet Pack now uses fuel or charge to run, so you'll need to be aware of this during the game. If you let the Jet Pack run out of fuel in the air, you'll take damage when you land, from falling, which you'd not take if you land it properly. You'll hear an audible warning as well as be told that your fuel is running low with enough time to act accordingly. To obtain more fuel, all you need do is wait. It will recharge automatically, and you can hear how much you have by pressing your health / status key.
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Kamino Saber Dart
This is a variation of the Kamino Saber Dart in the Star Wars films. The twist on this is that it will follow an enemy or search one out. When it hits them, they will take 50 points of damage but will also be poisoned, and need to find health or drop a health box in order to cure themselves from this.

If they do not, they will be told the word "poison" repeatedly, and will also take damage until they expire, or can locate health.

Each player starts each level with 5 saber darts. So this means that once you've used up all of your darts, you cannot get any more.

Impulse 83 launches a dart, and you need 10 rockets and ten cells for this to work.
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Slug Thrower
Impulse 81 calls this weapon from the Star Wars films, which is extremely rapid-fire, and not a little bit random in its accuracy. 5 shells and 5 nails are used per shot for the Slug Thrower, so it's possible to go through your ammo quite quickly.

If one is hit with a slug, they'll take some damage as well as be damaged from acid, which will then continue to cause damage until it is either neutralized by finding / dropping a health box or by being washed away in water. In the case of water, the player needs to be in enough water for them to be swimming, in which case, they will be told that the acid has been washed away.
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Incendiary Grenades
This variation on the grenade can be toggled on / off with impulse 82. It requires 10 rockets to launch, and two seconds to reload, so you might want to use it with care. When the grenade detonates, it will cause whatever is in it's usual blast radius to also be set aflame,so that, in the case of a player, they would either need to find / drop a health box, or find water, in order to extinguish the fire.

Detonating one of these near a thermal detonator, will cause it to explode.

The grenade will make a sound like fire for about 5 seconds, and be active for that long. After the sound stops, it is safe to go near the place where the grenade was.
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Dropping Health
Impulse 85 will allow a player to drop one health box anywhere they like in a map. You may only drop one of these per level, and it will respawn where you dropped it.

The first time you drop it, you will usually receive the health (or be healed from poison / acid / fire) immediately.
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Bot Health
Bots may now also use health boxes as well as drop their own, to have them behave more like players. So be aware of this when looking for health, as a bot may have gotten there first.

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Number of Bots in a game
by Derek London
Thanks to Derek, it's now possible to limit the total number of bots in a game if you wish. The variable num_bots in mod.cfg can be set to a number of your choice, which will allow that number of bots to be in a game at any one time. This setting is independent of the agrip bot padding settings.
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Improved Sniper Rifle and ESR
The ESR settings have now been improved to offer better visibility of others on a map as well as the ranges both for the sniper rifle, and it's scope, so it is now possible to tell a specific player from across a map.
***
previous mods
***
AntiSuicide
This allows one to set whether a player should be able to expire from accidental damage done to themselves by rockets, grenades, blasters, or backpacks.
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Further bot improvements from JQ 3.8
by Bryan Smart
Bryan Smart has been kind enough to join in the authoring of this release of JQ by adding his personal touches to the bots. One new feature is a user definable target area which allows a more realistic aiming for the bots. He's also given them more interesting / fun names and has them occasionally taunting the player with Star Wars taunts.
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Force Lightning
This force power causes lightning to issue forth from a player, toward their opponent. It renders both the opponent and the player motionless aside from the ability to turn or use certain other force powers. The opponent's force and health is diminished as the lightning continues. The player initiating the lightning will first lose force energy and then health. If the player's health is ten or less, the lightning will stop and the player and their opponent will again be able to move.

If the opponent's health goes to zero or below, the lightning will also automatically stop and the player will again be able to move.

During the lightning, the player can stop it by the impulse 69 command or Force Push their opponent.

The opponent can stop the lightning being directed at them, if they can successfully Force Push the player who is initiating the lightning. The opponent can also initiate their own force lightning back at the player as well.
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Jedi Mind Trick
This force power, when directed toward an opponent, renders them helpless in regard to attacking and causes them to wander in random directions for varying amounts of time, depending both on the amount of force energy they have and also that of the player initiating the Mind Trick.
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Force Jump
This is a very energetic jump which can cause a player to not only achieve great height, but also move very quickly in a particular direction. It also allows one to land safely from high altitudes and can be used to avoid attacks, such as to jump over rockets fired in one's direction, providing there is enough room in the level to gain enough altitude to do so.
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Enhanced Force Push
In this Release,the force push has been upgraded to allow you to push rockets and grenades away from you, back toward their owner. This will happen automatically with the usual force push, when you have enough force power to do so. The enhancement requires at least 200 force in order to work, and uses 10 force for each object pushed.
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Audible Rockets
The rockets now make a sound as they travel, so they can be heard and avoided or pushed.
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Bouncing Blaster Bolts
Impulse 80 now toggles between two modes of the blaster. The first is the usual, where the blaster bolts travel straight ahead and explode upon contact with something. In the second, the blaster bolts again, travel straight ahead but will ricochet off of what they contact, with the exception of entities who are not protected by light sabers.
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Enhanced Bots
The most significant feature of this release is the enhancement of the bots. They can now use all of the weapons and force powers that a player can. In addition, they can also drop thermal detonators and will now move around levels more intelligently, looking for other entities.
The bots' behavior can be modified from the mod.cfg file in your Jediquake folder, by editing the values of three variables, in any text editor.

Simply open the mod.cfg file in your favorite editor, and look for the variables called
bots_detpack

bots_newskill

bots_switchtime
These variables control aspects of the bots behavior and are documented along with the variables themselves, in the mod.cfg file, in the form of comments above each variable. So you can get a brief explanation of each as you edit its value.

---

Jet Pack
by Harlequin, modified by Derek London, further modified by Cara Quinn
Description
This mod allows the player to fly around a map in the direction they are facing.
Notes
to activate the Jet Pack, tap the space bar twice quickly and then once again to land. If you're high enough in the air, you can then tap the space bar once again to power up the Jet Pack again after you decrease your altitude. Impulse 78 toggles the sound of the Jet Pack turbine while you're in the air.

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Wind Hazard Warnings
by Cara Quinn
Description
This mod changes the usual hazard warnings you hear while suspended from the grappling hook or while flying with the Jet Pack.
Notes
Impulse 76 toggles this mod on / off.
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EM Pulse
by Cara Quinn
Description
This is a weapon that renders all electronics in a radius, unusable for approximately two minutes.
Notes
Impulse 79 fires the pulse, which requires 150 health and 150 cells. The pulse effects the player who fires it as well, with their electronic weapons being effected for aprox one minute whereas other players electronics are effected for aprox two minutes. The pulse also causes dropped thermal detonators to detonate.

If a player expires and respawns, they'll still need to wait for the duration of the pulse before their electronics become operational again.
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enhanced ESR
by Derek London, modified by Cara Quinn
Description
This mod allows the ESR's showing of other entities to be greatly enhanced, making it much easier to play the game. Impulse 77 toggles this feature on / off.
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Force energy / backpack mods
by Cara Quinn
Description
In addition to a player's health, now there is a force energy level. This is used by the force powers in place of the health they previously used. All of the upcoming force powers will also use a player's force level as well. This does not change the effects of the force powers themselves. In other words, if a power does damage to an opponent, it will still act the same, but instead of costing the player who uses it, health, it will cost force points, unless of course otherwise stated in it's description. Force energy can be recharged,along with health, by touching the health boxes.

Secondly, the backpacks which players and bots drop, now contain 10 points of health, in addition to a player's light saber if they have one when they expire, rather than the usual weapons / ammo.
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Jedi Mind Trick - Saber Disarm
by Cara Quinn
Description
This is another of the force powers in this mod, and is a variation of the mind trick used in the Star Wars films where an adversary would try to disarm a Jedi by asking for their weapons via the force.
Notes
Impulse 68 initiates this power, which can only be done if the opponent is using their light saber at the time. If the opponent has less force energy than the player using the mind trick, then it will be successful and the opponent will no longer have their light saber. If both players have equal force energy or the player doing the mind trick has less than the opponent, then the trick will work a percentage of the time.

Once a player is disarmed, they can either obtain a light saber by disarming another player, or take it from an opponent's backpack, providing the opponent has a light saber when they expire.
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Thermal Detonator
based on the Detpack Bomb by Smoke2Much, modified by Derek London, and further modified by Cara Quinn
Description
This mod simulates a backpack like those dropped by players / monsters after they die, it however, is an explosive device.
Notes
Impulse 20 drops the backpack containing the thermal Detonator. If a player other than the one who dropped it, picks it up, it then explodes, doing damage to them, and in a radius around them as well.

Each detonator subtracts 5 rockets from the player's ammo who drops it.

A player may have only one thermal detonator active at a time, and may drop another one as soon as the first is detonated.
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Jawas Stun Gun
based on the Freezer Gun mod by Dane, modded by Derek London, and further modded by Cara Quinn
Description
This is the Jawas stun weapon from the first Star Wars film.
Notes
this weapon is called by impulse 75 and uses three cells per shot. It immobilizes an opponent physically, during which time they also cannot fire weapons to attack their opponent. this lasts about five seconds and is accompanied by an electrical sound as the player is held in place.

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Taunts
by Cara Quinn
Description
this mod consists of three different features. Audio Death Messages, and two forms of Taunts
Notes
Impulse 72 toggles the playing of your own audio death messages on or off. Impulse 73 plays a random taunt during the game that other players can hear. Impulse 74 plays a random taunt from the Star Wars films.
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Electro Grapple
Inspired by Farhan, coded by Cara Quinn
Description
This is a modification of the Grappling Hook below to make it even crazier! Or should I say, like a Taser on crack! lol!
Notes
Impulse 55 switches to this mode of the Grappling Hook from the other two modes, cycling through all three. In this mode, the hook is simply lethal, terminating an opponent on contact. To use the hook like this, you simply fire it as you would normally, in this case however, you must have at least fifty points of health. When the hook is used in this way, upon the termination of the opponent, the player who fired the hook takes up to fifty points of damage, and cannot fire the hook again for any reason, until it recharges, which takes about three seconds.

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Force Powers

Force Push
by Cara Quinn
Description
this is the first of several force powers based on the Star Wars films. Force push pushes an entity away from you and damages them somewhat.
Notes
Impulse 67 initiates the force push. In order to push someone, they must be in front of you, and fairly close to you. You also must have at least 10 health, as your health will be decreased by 10 each time you do a successful push. If your health is less than the entity you're pushing, it may not always work.

When an entity is pushed, they immediately are whirled around to the opposite direction from you and pushed very rapidly away from you, and take a bit of damage in the process. Also, if they can't move in the direction they're being pushed, they'll move only as much as they can, and take quite a bit more damage because of the collision.

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Audio Crosshair
by Cara Quinn

Description
This feature adds an additional sound along with the usual ESR warnings, which tells the player when a creature is exactly within the aim of their weapon.

Notes
Impulse 26 toggles the audio Crosshair on or off. It defaults to on at the start of the game.

Either type impulse 26 in the console during game play, or bind impulse 26 to a key.

If you're not familiar with how to do this, you can see examples of it in your config.cfg file in your id1 folder.

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Vampiric Laser Grapple
by Tux
modified by Cara Quinn

Description
This is a Quake II style Laser Grappling hook (by Tux), which I've modified to be vampiric. In other words, it works exactly as the laser grappling hook does including damaging enemies when it contacts them, with one exception; the player receives the amount of damage that is done to an enemy, as health. So if an enemy has 50 points of health, and the player contacts them with the grappling hook, they receive 50 points of health at the same rate that the enemy loses it.

Notes

Impulse 24 fires the hook and impulse 25 resets it. If you find you can't seem to move, this is probably why, as you'll be still suspended from the hook and will need to release it.

The hook will now reset automatically if the player expires while suspended from it. This was a bug, in my opinion, with the original mod.

impulse 55 toggles the hook between being vampiric and normal. either type impulse 55 into the console during game play or bind it to a key. If you're not familiar with how to do this, you can find examples in your config.cfg file, located in your id1 folder.

The player's health can reach a limit of 500 with the hook, after which it will work as usual, until the player's health drops below 500 again, in which case the hook will again, become vampiric.

Here are the aliases I have in my autoexec.cfg file for this.
// This one fires it forward and up

alias +grappleAbove "+lookup; wait; wait; impulse 24"

alias -GrappleAbove "-lookup; force_centerview"

// This one fires it up and out in front of you some distance

alias +GrappleUp "+lookup; wait; impulse 24"

alias -GrappleUp "-lookup; force_centerview"

// This one is self explanatory

alias +GrappleStraightUp "+lookup; wait; wait; wait; impulse 24"

alias -GrappleStraightUp "-lookup; force_centerview"
You'd then bind these to keys in your config.cfg file.

Mods
Needed to rename the hook folder to Grapple for sounds to work properly, as well as edit precache commands in weapons.qc to reflect the change; mod tutorial was incorrect.

Also needed to add a condition in the if statement in impulse commands function in weapons.qc to check whether player was suspended from the hook so hook couldn't be re-fired while player was suspended from it.

Added a call to the BreakHook () function at the top of playerdeaththink () in client.qc so hook now resets as player expires.

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Tele Grenade
by Cara Quinn
Description
This is a grenade which teleports the player to where it detonates.

Notes
Impulse 56 fires the grenade, which does half damage upon explosion. It will bounce off of enemies rather than exploding directly on them, but will damage them if they are in the radius of it's explosion.

The player then emerges from the center of such.

The player does not need to have ammo to use this device.
Known Bugs
Occasionally, the player will not teleport properly, and be unable to move aside from turning. If this happens, re-firing the grenade should repair this.

If it continues, simply repeat. I'll update this as I know more about what causes it and how to repair it.

Sorry for the inconvenience...
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Direction of Entities
by Cara Quinn
Description
This modification allows the player to tell the direction an entity is facing, I.E. whether the entity can see them or not, giving the player the element of surprise if they wish.

Notes
Impulse 57 toggles this feature on or off. This mod plays a different sound than the usual for entities, when they are faced away from the player, so the player knows if they can be seen by the entity in question, or not.

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Star Wars Blaster
by Cara Quinn
Description
This is a Star Wars style blaster.

Notes
This weapon is called with impulse 60, and is present if using the impulse 9 cheats as well. It uses cells as ammo, and expends two per shot. I've also tweaked the bots slightly, so they can use this weapon if they take it from you, and fire more like a human as well.
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Star Wars Light Saber
by Cara Quinn

description
Star Wars Light Saber which can also act as a shield, as in the films
Notes
Impulse 63 to turn it on, and 64 to turn it off. changing weapons away from it will also automatically turn it off. To swing the saber, simply use the attack key, or continue to use impulse 63.

The saber will move from your left to your right and vice versa, crossing in front of you once per swing. In order to hit an enemy with it, they must be roughly centered in front of you as with the axe but at a greater distance as this weapon has a longer reach.

The Light Saber also acts as a shield as in the Star Wars films. for a short time, (only as you swing the saber) you'll be protected from damage. So if an enemy is firing at you, simply swing the saber as the Jedi did in the films to block the attacks.

the Light Saber will make different sounds depending on whether it contacts an entity or a wall or just swings through the air. Impulse 66 toggles whether the Light Saber makes hit sounds when hitting a wall or other map features.

The saber will also hum at idle when not being swung, as in the films, so you'll hear it on whatever side of you it's being held at the moment, and others will hear it too, so it can give you away unless you turn it off.

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Silencer
by Cara Quinn
Description
This is a silencer which works with both of the below weapons. it can be turned on or off with impulse 58. When off, both weapons fire with their normal sounds at their normal volume. With the silencer on, they will be much quieter, with a different sound when they fire, so as not to draw attention to yourself.
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Sniper Rifle
by Kryten and Anarchy
modified by Cara Quinn
Description
This sniper Rifle came from two tutorials from Inside 3D by the above authors and is being extensively modified by me.
Notes
Impulse 61 calls the rifle.

The sniper rifle greatly extends the range of the ESR while the weapon is being used, so one can target enemies and fire it from great distances as it was designed. The range will then return to normal when one switches to another weapon.
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Pistol
by Cara Quinn
Description
A small pistol.
Notes
Impulse 62 calls the weapon.

The pistol will do an increasing amount of damage depending on how close you are to an enemy. It will also fire six shots and then automatically reload after several seconds, during which time you'll not be able to fire it. If you've still got the pistol selected as your weapon, you'll hear a reloading sound to let you know when the pistol is reloaded and ready to fire again. If you've changed to another weapon, you'll not hear the sound and will need to switch to the pistol to see if it can be fired again.

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Leaving Unwanted Weapons
by Cara Quinn
Description
This mod allows you to decide if you'd like to pick up weapons during a game as you pass them by or not. Impulse 59 allows you to toggle this feature on or off. When on, you'll be able to walk right over a weapon without picking it up and automatically switching to it. When off, you'll pick up and switch to new weapons normally.
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Direction of Slopes
by Cara Quinn
Description
This mod allows the ESR to distinguish between upward slopes and downward slopes around the player.
Notes
Impulse 65 toggles this mode on or off. With it on, upward slopes are rising tones based on the original ESR slope tones, and downward slopes are similar downward tones. With the mode off, the ESR acts as normal.

If you'd like to change the wave files used for the tones, all you need to do is preserve the appropriate file names and the new tones will be used.
***
How to Observe in Quake
***
This section assumes that you have some familiarity with entering commands into the game's console. Simply put, you can open the console, type the command that you want, press enter, and close the console again. If you need more info about this or more detail on how to do this, then please view the sections in the game's user's manual for further explanation of the console and how to use it.
In Quake, during a multi-player game, I.E. when on a server with others, be they human players or bots, it is possible to view the game in real time from the point of view of another player other than yourself. All you need do first, is simply to type
observe
in the console, while participating in the game. The server will let you know that you've left the game as a player, and joined as a spectator. While in this state, you can either view the game from your own current point of view, or view it from the point of view of another player. Once you close the console, you can simply move your player as you normally would, you can move around the current level, watching what is happening with the other players. You'll not however, be seen by others in the game, or be able to interact with it, or anyone in it, other than to watch. You can, however, move unrestricted, through walls, floors and the like, to visit any part of the level you'd like, and see anything that is happening there with any of the game's players...
Viewing a game this way, can give you insights into how the game can be played, or how players may do what they do, so it can be very interesting, as well as just simply way fun to watch! )
The second way to observe a game as a spectator, is equally as fun and interesting, and has a very cool twist. Once you have typed observe, closed the console, and are spectating, you can simply press your attack key, and you'll be placed into another mode, where you'll now be viewing the game from the point of view of one of it's players, as they move about the level doing whatever it is that they are at the moment. So if someone is running down a hallway, you'll now be seeing the game as if you were doing it yourself! If someone is flying around with a jet pack, you'll be flying too! Woohoo! way fun!!!...
In previous releases of JQ, as with standard

Audio Quake, you couldn't necessarily tell whose point of view you were watching the game from, unless you knew exactly which players were where, or knew exactly what they were doing. However, with this latest update, there is now the impulse 97 feature, which allows you to do just this sort of thing, which really can help you understand what is happening in the game...
(please see the section above on impulse 97, for more info)
So now that you're tracking a player in the game, how do you find the one you want?...
It's very simple. Once you are tracking a player, press your space bar, and your view will now change to that of another player in the game. Again, you can use impulse 97 to tell whom it is that you are now following...
If you would like to move to yet another player, simply press the space bar again, and you'll be moved to another player's point of view...
Eventually, you'll come back around to the player you started with, as you continue to move through all of the players in the game. And, at any time, you can also toggle back into your own point of view, and look at the game that way, by pressing your attack key again. when you press the space bar in this mode, nothing happens, and you remain where you are in the level, viewing the game from your own point of view...
Once you find that you've spectated enough, you can rejoin the game if you'd like, by opening the console, and typing
join
The game will let you know that you've now stopped observing and rejoined the game as a player...
One last way you can get into spectator mode, is before you actually start the game. Before you connect to a multi-player game, simply open the console and type
spectator PlayerName
(where PlayerName is your player's name)
Press enter and close the console, and you'll now be spectating, and all you need do, is connect to a game. You'll enter the game as an observer and you can use the methods above to watch the game from a point of view you like.
As before, you can join the game whenever you'd like, by simply opening the console and typing
join
Once you press enter, you'll be back in the game, participating as a player...
Have fun!!! and I hope you enjoy this release of JQ!!!
Cara Quinn

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