// PRO CONSOLE MANUAL // =================================== // NUMBERS // =================================== #MODEX Screen width in pixels. #MODEY Screen height in pixels. #COLOR_BITS Colorbits for openGL engine. #DEPTH_BITS Depthbits for openGL engine. #PICMAP Detail of textures. 1 is the highest, while 8 or 9 would be blurry bland colors. This can drastically alter performance. #FULL_SCREEN Fullscreen mode if set to 1, 0 for windowed. #FOV Field of vision. The higher set, the more you can see around you, but the further away your middle target might appear. #REALTIME Set to 1 to draw the world in realtime instead of generating it before. This will probably slow the game down, but might allow realtime effects such as lighting. #SCALE The scale of the world. Best keep this at 1 for now. #TEXTURE_RATIO The ratio of texture designs drawn on the map and people. Set to 1 is normal. #FLASH_SPEED The maximum time it takes for the cursor to flash in ms. #FLASH_SWITCH The point in ms where the cursor will flash. Make sure this is set lower than FLASHSPEED. #CONSOLE_FONTSET Set the font set for the main console text, 0 or 1. #CONSOLE_RED Color values of the console main text. #CONSOLE_GREEN Color values of the console main text. #CONSOLE_BLUE Color values of the console main text. #TALK_RED Color values for the talk output text in the console. #TALK_GREEN Color values for the talk output text in the console. #TALK_BLUE Color values for the talk output text in the console. #ERROR_RED Color values for error output text in the console. #ERROR_GREEN Color values for error output text in the console. #ERROR_BLUE Color values for error output text in the console. #INPUT_RED Color values for the typing input line text in the console. #INPUT_GREEN Color values for the typing input line text in the console. #INPUT_BLUE Color values for the typing input line text in the console. #DATA_RED Color values for data output text in the console. #DATA_GREEN Color values for data output text in the console. #DATA_BLUE Color values for data output text in the console. #AUTO_SUGGEST This will suggest commands as you type them beneath your input line if switched on. 1=on, 2=off. #SUGGEST_FONTSET The font set to use for writing the auto suggestion beneath the input line. #CONSOLE_CHARWIDTH The maximum amount of chars allowed before a new line in the console. Adjust this if you are altering font resolutions. #FONT_MODEX The resolution for the font map. The higher resolution you set, the small the font will be. This is the width. #FONT_MODEY The resolution for the font map. The higher resolution you set, the small the font will be. This is the height. #CONSOLE_MAXLINES The maximum lines displayed in the full console output. Dont forget to adjust CONSOLE_OFFSET in combination with this if needed. #SMALLCONSOLE_MAXLINES The maximum lines displayed in the small console output. Dont forget to adjust SMALLCONSOLE_OFFSET in combination with this if needed. #CONSOLE_OFFSET The vertical offset of where to begin drawing the full console output. The higher the number, the lower down it will begin. #SMALLCONSOLE_OFFSET The vertical offset of where to begin drawing the small console output. The higher the number, the lower down it will begin. #CONSOLE_MARGIN The X co-ordinate of where the full console output is placed. 1 Is far left. #SMALLCONSOLE_MARGIN The X co-ordinate of where the small console output is placed. 1 Is far left. #INPUT_MARGIN The X co-ordinate of where the full console input line is placed. 1 Is far left. #SMALLINPUT_MARGIN The X co-ordinate of where the small console input line is placed. 1 Is far left. #INPUT_Y The Y offset of the full console input bar. #SMALLINPUT_Y The Y offset of the small console input bar. #CONSOLE_ECHO Toggle console echo on commands you've typed. 0=off, 1=echo on commands only, 2=echo on everything including talking. #ECHO_COLOR Adjust the color set of the echo output. Default is 0. #CONSOLE_BACKDROP Turn the big console backdrop on and off. #BACKDROP_RED Adjust the color values of the console backdrop. #BACKDROP_GREEN Adjust the color values of the console backdrop. #BACKDROP_BLUE Adjust the color values of the console backdrop. #BACKDROP_LEFT Adjust the position of the big console backdrop. #BACKDROP_RIGHT Adjust the position of the big console backdrop. #BACKDROP_TOP Adjust the position of the big console backdrop. #BACKDROP_BOTTOM Adjust the position of the big console backdrop. #SMALLCONSOLE_BACKDROP Turn the small console backdrop on and off. #SMALLBACKDROP_LEFT Adjust the position of the small console backdrop. #SMALLBACKDROP_RIGHT Adjust the position of the small console backdrop. #SMALLBACKDROP_TOP Adjust the position of the small console backdrop. #SMALLBACKDROP_BOTTOM Adjust the position of the small console backdrop. #DEBUG_INSTRUMENTS Turn on different instruments for testing, such as angles and other physics values. There may be different levels, instead of just option 1. Turn off by setting to 0. #SENSIVITY_X Adjust the independent core mouse sensivity on the the X axis. #SENSIVITY_Y Adjust the independent core mouse sensivity on the the Y axis. #INVERT_MOUSE Set to 1 to invert the Y axis of the mouse. #MOUSE_EQ Set the equalization of the mouse. The higher the number, the quicker the mouse will respond to your movement. The lower the number, the longer it will take, and the smoother it will feel. #MOUSE_REFRESH Set the amount of miliseconds to pass each time the mouse refreshes. Set to 0 to refresh every single frame. Sometimes this can be too much because it exceeds the mouse refresh rate. #MOUSE_TRUE If you set this to 1, the mouse will only be counted every time it is refreshed. It will not be remembered as it was for smoothing. If you turn true mouse on, MOUSE_EQ will automatically become inactive. #MOUSE_GATE Set to 0 means it's switched off. Adjust this to cut off and ignore all mouse movements below this ABS value. #MOUSE_CAPMIN If you set this higher than 0, the slightest movement (if not gated) will snap to this minimum movement. #MOUSE_CAPMAX The maximum mouse movement allowed. Set to 0 to switch off and have unlimited movement strides. #SMOOTH_MOUSE Turn this on to create a pro-mk-3 engine style smooth mouse, like in Hymene. Set from 0 to 1, as a multiplication. Recommended 0.5, turn off 0. #SLIDE_MOUSE Another form of smoothing mouse using addition instead of multiplication, taken from the pro-mk-3 engine. #PLANE_SHADING Turn on the plane shading system for the map blocks. If you turn this off there will be no special shading. Set to 1 to turn it on. Once activated you can manually tint and color each of the faces of the cubes, and add random shading too. #PLANE_MAINSHADING The overall amount of light to deduct from all the planes before starting the shading. The higher you set this, the darker the map will appear, until black. After this you can then use the PLANE_LIGHT_* variables to manually bring up light on each plane. You can use negative values on the shading too, to deduct light. #PLANE_LIGHT_TOPRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_TOPGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_TOPBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_BOTTOMRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_BOTTOMGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_BOTTOMBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_EASTRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_EASTGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_EASTBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_WESTRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_WESTGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_WESTBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_NORTHRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_NORTHGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_NORTHBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_SOUTHRED These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_SOUTHGREEN These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_LIGHT_SOUTHBLUE These are variables to add or take away color from each plane (or face) of the cubes drawn in the world. Adjust these to make certain faces different colors, or shades of color. Activate this by allowing PLANE_SHADING as 1. #PLANE_RANDOM_SHADING This dictates the amount of random shading added after plane shading, during the plane shading process. You must set PLANE_SHADING to 1 to activate this. Set this value to 0 and there will be no random shading. #PLANE_RANDOM_CORNERSONLY This works with the variable PLANE_RANDOM_SHADING, where it will only shade two opposite corners instead of the whole cube. You must use PLANE_RANDOM_SHADING and set PLANE_SHADING to 1 in order to use this. #THIRD_PERSON Set this to 1 or more to change the view to third person. 0 means it is first person view (as it should be). Third person wont be as accurate to shoot with, and is probably better for film playback and demonstrations. #THIRD_DISTANCE When third_person is on, this dictates the distance the camera is from the back of the character. #THIRD_SPEED When third_person is on, this dictates the speed of which the camera moves towards the new angle that the character is facing. #HEAD_COLOR Set your desired HEAD color for your character. Colors are: 0=Red 1=Blue 2=Green 3=Yellow 4=Magenta 5=Violet 6=Black 7=White 8=Brown 9=Grey 10=Orange 11=DarkGrey 12=LightGrey 13=Pink 14=Ivory 15=Crimson 16=Turquoise #TAIL_COLOR Set your desired TAIL color for your character. Colors are: 0=Red 1=Blue 2=Green 3=Yellow 4=Magenta 5=Violet 6=Black 7=White 8=Brown 9=Grey 10=Orange 11=DarkGrey 12=LightGrey 13=Pink 14=Ivory 15=Crimson 16=Turquoise #BODY_COLOR Set your desired BODY color for your character. Colors are: 0=Red 1=Blue 2=Green 3=Yellow 4=Magenta 5=Violet 6=Black 7=White 8=Brown 9=Grey 10=Orange 11=DarkGrey 12=LightGrey 13=Pink 14=Ivory 15=Crimson 16=Turquoise #ARM_COLOR Set your desired ARM color for your character. Colors are: 0=Red 1=Blue 2=Green 3=Yellow 4=Magenta 5=Violet 6=Black 7=White 8=Brown 9=Grey 10=Orange 11=DarkGrey 12=LightGrey 13=Pink 14=Ivory 15=Crimson 16=Turquoise #HORN_COLOR Set your desired HORN color for your character. Colors are: 0=Red 1=Blue 2=Green 3=Yellow 4=Magenta 5=Violet 6=Black 7=White 8=Brown 9=Grey 10=Orange 11=DarkGrey 12=LightGrey 13=Pink 14=Ivory 15=Crimson 16=Turquoise #DRAW_GUN Draw the local gun (in first person view) or not. Set to 1 to turn on, 0 to turn it off. #GUN_X Adjust the position of the gun if DRAW_GUN is set to 1. #GUN_Y Adjust the position of the gun if DRAW_GUN is set to 1. #GUN_Z Adjust the position of the gun if DRAW_GUN is set to 1. #GUN_HOR Adjust the angle of the gun if DRAW_GUN is set to 1. #GUN_BAR Adjust the angle of the gun if DRAW_GUN is set to 1. #GUN_VER Adjust the angle of the gun if DRAW_GUN is set to 1. #GUN_RECOIL Adjust the recoil reaction of the local gun if DRAW_GUN is set to 1. This is how drastically the gun will react when you fire it. #GUN_SCALE Adjust the scale of the local gun if DRAW_GUN is 1. #GUN_TEXTURE Adjust the texture number of the local gun if DRAW_GUN is 1. #MODEL_SHADING1 Adjust the shading of a corner on all sprites. There are 4 values to adjust. #MODEL_SHADING2 Adjust the shading of a corner on all sprites. There are 4 values to adjust. #MODEL_SHADING3 Adjust the shading of a corner on all sprites. There are 4 values to adjust. #MODEL_SHADING4 Adjust the shading of a corner on all sprites. There are 4 values to adjust. #WEIGHT Adjust the weight of your character. Being lighter will allow you to jump higher and change direction easier. #SPEED Adjust the speed of your characters movement. #ACCELERATION Adjust the acceleration of the characters movement. The more acceleration you add, the less top speed there will be. #FRICTION Adjust the friction on the floor which stops the character from sliding. This might affect speed. #AIR_RESISTANCE Adjust the friction of the air when you're mid-air. The higher the air resistance, the faster you will slow down in mid-air. #GRAVITY Adjust the acceleration of the general gravity. The higher this is, the sooner you will gain speed. The lower, the more floaty you will seem. This will affect your jumping height. #TERMINAL_VELOCITY Adjust the maximum speed of falling by gravity. #BOWIE_PHYSICS Turn this on to allow bowie physics, which is when you changed your MATRIX or LAND value and walk on walls or ceilings. There are several methods for using these physics. #OUTRUN_GRAVITY This works with the bowie physics and allows you to change your matrix by running a certain speed. Turn this to 1 if you wish to use this method. #BRAKES How powerful are your brakes when using the independent brake key. #AUTOMATIC_BRAKE Set this to 1 if you want the brakes to automatically apply when you're not applying force. This will give you more immediate control but very difficult to gain speed. #SLITHER Switch this to 1 to enable slither physics. #GRIP This is a slither option. The more grip, the more you will travel towards the direction you are facing while slithering. This means slithering around a corner will be easier with more grip. However, turn this lower if you wish to slither easier in a straighter line. #SLITHER_BOOST (don't know yet) #ANGULAR_TRAVEL This is 0 by default. In the future there may be an option to set this to 1 which allows 3-D physics instrumentation points to move towards their goals using angular logic instead of XYZ addition and subtraction. The over-all result may give you a more realistic direction changing sensation. #AERODYNAMICS The more aerodynamic you are, the more you can turn in mid-air. Set this low if you want more realistic air movement, when you can't turn (like quake 3). Put this up if you wish to jump around corners (like quake 1). #JUMP Your general jump boost. The higher the value the higher the jump. #SLITHER_GAIN The potential gain of power from one slither motion. Set this to the maximum to get the most speed from one slither motion before going over the gain limit and losing speed. #SLITHER_BANK Adjust the amount you will bank while slithering. The higher this number the more you will bank with certain amounts of gain. #BANK_SPEED Adjust the speed the banking motion applies. The higher, the quicker the bank will happen and sometimes you will bank more. #BANK_LIMIT Adjust the maximum amount your character banks while slithering, when he leans sideways. Turn it down for more visual control perhaps, or higher if you want to be able to barrel up the walls. #DRAW_INSTRUMENTS Set to 1 to draw the instruments. Set to 0 to turn them off. #R_ROCKET_LAUNCHER Choose what type of rocket launcher you have, or set to 0 for none. #R_FAN_CANNON Choose what type of fan cannon you have, or set to 0 for none. #R_SHOTGUN Choose what type of shotgun you have, or set to 0 for none. #R_MACHINEGUN Choose what type of machinegun you have, or set to 0 for none. #R_GRENADE_LAUNCHER Choose what type of grenade launcher you have, or set to 0 for none. #R_RAIL_GUN Choose what type of rail gun you have, or set to 0 for none. #R_RIFLE Choose what type of rifle you have, or set to 0 for none. #R_SPECIAL_GUN Choose what type of special gun you have, or set to 0 for none. #R_ROCKETS Choose how many rockets you have. #R_FANS Choose how many fans you have. #R_SHELLS Choose how many shotgun shells you have. #R_BULLETS Choose how many bullets you have. #R_SLUGS Choose how many slugs you have for the rail gun. #R_PLASMA Choose how much plasma you have for fork, plasma, or other plasma-dependent guns. #R_GRENADES Choose how many grenades you have. #R_SUPERBULLETS Choose how many super bullets you have. These are generally for more powerful guns like rifles. #R_LIGHTNING Choose how much lightning energy you have. #R_FAN_TYPE Dictate the type of fan you will use if you're using a fan cannon. The fan type can vary from the gun type. Some combinations might not work, or might not be efficient. #R_ROCKET_TYPE Dictate the type of rocket you will use if you're using a rocket launcher. The rocket type can vary from the gun type. Some combinations might not work, or might not be efficient. #REMOTE_PORT Choose the remote port of the server you wish to connect to. #LOCAL_PORT Choose the local port of your client that will connect to the server. If you have problems on a network connecting duplicate clients, or running services and unable to connect, you might need to change your local port and try again. This will stop any port conflicts. #RATE Adjust the rate of which your regular packets are sent, per milisecond. The lower the rate, the more packets you will send. The higher the rate, the less packets, but the less bandwidth will be used. #TEAM_COLOR1 Select the PRO color for displaying TEAM 1 members as. #TEAM_COLOR2 Select the PRO color for displaying TEAM 2 members as. #TEAM_COLOR3 Select the PRO color for displaying TEAM 3 members as. #TEAM_COLOR4 Select the PRO color for displaying TEAM 4 members as. #TEAM_COLORIDLE Select the PRO color for displaying idle members and spectators. #TABS_LEFT The left begin position of the scores table. #TABS_TOP The top begin position of the scores table. #TABS_FONTX The font ratio which will dictate the size and shape of the font for the scores table. #TABS_FONTY The font ratio which will dictate the size and shape of the font for the scores table. #TABS_SPACING The vertical spacing of the table in font units. #TABS_SCORESPACING The horizontal spacing between the name and the score. #TABS_AVATAR Put to 1 to display avatars in the tab scores area. #TABS_FONTSET Choose the fontset 0 or 1 for the tab scores table. #MAGNA_SPEED Set the moving speed for the magna beam visuals. #MAGNA_LIMIT Set the limit of crossover for the speed of the magna beam visuals, when it loops back round. #MAGNA_RED Set the red value of the magna beam visuals. #MAGNA_GREEN Set the green value of the magna beam visuals. #MAGNA_BLUE Set the blue value of the magna beam visuals. #MAGNA_MARGIN Set the margin for the magna beam block. This will shrink it slightly to stop it conflicting with other textures. Use negative numbers to expand the area instead. #MAGNA_TEXTURE Set the raw texture for the magna beams. #MAGNA_TEXTURERATIO Set the independent texture ratio for the magna beams. #DOWNLOAD_AVATARS Set this to 1 to download avatars. Set to 0 to turn it off. If you have problems with avatar downloading then you may wish to turn this off. You will still request avatars with this off for others to see, so you can use REQUEST_AVATAR to turn off your request. #REQUEST_AVATAR Set this to 1 to request your avatar in the usual way from services. Turn this off to 0 to stop requesting avatars. People will see you as default. #LOAD_AVATARS Turning this off by setting to 0, will stop your client from bothering to load avatars in the first place. This will save memory. #DRAW_AVATARS Switch this to 1 if you want to draw little avatars by the names in the tab scores area. To ignore unknown avatars, use IGNORE_UNKNOWN_AVATARS #IGNORE_UNKNOWN_AVATARS Switch this to 1 if you wish to skip drawing avatars that are unknown to us. If you set it to 0, it will draw the default avatar from your resource texture folder 'default_avatar.jpg'. #AVATAR_LEFT The left position to start drawing the avatar tab scores list. Generally you'll want to line this up with the tab scores names. #AVATAR_TOP The left position to top drawing the avatar tab scores list. Generally you'll want to line this up with the tab scores names. #AVATAR_WIDTH The width of the avatars in the avatar tab scores list. #AVATAR_HEIGHT The height of the avatars in the avatar tab scores list. #AVATAR_SPACING The vertical spacing between each avatar in the tab scores list. Line this up with the text in the tab scores list. #AVATAR_RED The red tint of the tab scores, 1 for true. #AVATAR_GREEN The green tint of the tab scores, 1 for true. #AVATAR_BLUE The blue tint of the tab scores, 1 for true. #AVATAR_ZDEPTH The depth into the screen of which it is drawn. Drawing deeper into the screen will generally shrink everything and pull it more towards the middle of the screen. #SPHERE_SLICES Experiment with this to adjust the detail of the spheres drawn in the maps. The lower detail, the faster the frame rate. See also: SPHERE_STACKS #SPHERE_STACKS Experiment with this to adjust the detail of the spheres drawn in the maps. The lower detail, the faster the frame rate. See also: SPHERE_SLICES #DRAW_SPHERES Set to 1 to draw spheres, or turn them off completely by setting to 0. This is not considered cheating, as spheres are not solid object, they are just visual references. Spheres can sometimes take up a lot of frame rate. #SPHERE_RED Adjust the color tint of the spheres. #SPHERE_GREEN Adjust the color tint of the spheres. #SPHERE_BLUE Adjust the color tint of the spheres. #R_SCOPE_GUN1 Choose which gun (from 1-9) this scope will be attached to. There are three scopes, and you can select 0 if you do not wish to use this scope. #R_SCOPE_GUN2 Choose which gun (from 1-9) this scope will be attached to. There are three scopes, and you can select 0 if you do not wish to use this scope. #R_SCOPE_GUN3 Choose which gun (from 1-9) this scope will be attached to. There are three scopes, and you can select 0 if you do not wish to use this scope. #R_SCOPE_TYPE1 Choose the type of scope, which will be attached to the gun using the R_SCOPE_GUN* commands. There are up to 3 scopes that can be used. #R_SCOPE_TYPE2 Choose the type of scope, which will be attached to the gun using the R_SCOPE_GUN* commands. There are up to 3 scopes that can be used. #R_SCOPE_TYPE3 Choose the type of scope, which will be attached to the gun using the R_SCOPE_GUN* commands. There are up to 3 scopes that can be used. #R_STABILITY One gun may have extra stability given to it. Choose which gun this is here by selecting the gun from 1-9, or 0 if you don't wish to use it. Use R_STABILITY_LEVEL to dictate the level of stability it adds. More stability costs more points. #R_STABILITY_LEVEL Adjust the level of stability you have applied to a gun. See R_STABILITY for details about this. #SPARK_FORCE_MULTIPLY Fine tuning of sparks that errupt from explosions. This is all visual. This will dictate the multiplication of the power of the sparks. This means that the higher, the faster they might move. #SPARK_FORCE_MIN Set the minimum power for the spark visuals. #SPARK_FORCE_MAX Set the maximum power for the spark visuals. #SPARK_PARTICLE_MIN Set the minimum particles which may errupt from a particular single explosion. #SPARK_PARTICLE_MULTIPLY Set the multiplier to exagerate or lessen the amount of particles errupting from a single explosion. #SPARK_PARTICLE_MAX Set the maximum sparks allowed to errupt from a single explosion. #SPARK_PARTICLE_ADD Additional particles to add on the total calculated amount of particles for the explosion. #SPARK_PLASMA The cap of the maximum amount of force generated by plasma. (strange variable really) #SPARK_USE_MAX The maximum amount of sparks in the whole particle engine to use at once. Cap this if you think there are slowdowns in gameplay when people are firing lots of guns. #DRAW_ROCKET_TRAILS Set to 1 to draw rocket tail sparks. #ROCKET_TRAIL_FORCE The custom force of the rocket tail sparks. #ROCKET_TRAIL_PARTICLES This isn't the amount of particles like normal, this is the interval between each individual particle in the rocket trail. The minimum is 0-1, which will try to generate a spark every single frame regardless. Might be a bit too much. #SPARK_RED The general explosion spark colour. #SPARK_GREEN The general explosion spark colour. #SPARK_BLUE The general explosion spark colour. #ROCKET_TRAIL_RED The customized rocket trail spark colour. #ROCKET_TRAIL_GREEN The customized rocket trail spark colour. #ROCKET_TRAIL_BLUE The customized rocket trail spark colour. #ROCKET_TRAIL_FADESPEED The speed of which the rocket trail sparks will fade. #ROCKET_TRAIL_SIZE The size of the rocket trail sparks. #SPARK_PARTICLE_SIZE The size of the general explosion/spark particles. #SPARK_PARTICLE_FADESPEED The speed of which the general explosion and spark particles will fade. #PLASMA_SPARK_SIZE The custom plasma spark size. #PLASMA_SPARK_AMOUNT The custom amount of sparks generated by one hit of plasma. #FAN_SPARK_SIZE The size of the sparks generated by the fan chip. #FAN_SPARK_AMOUNT The amount of sparks generated by one fan chip. #DRAW_PLASMA_SPARKS Draw the plasma sparks or not. #DRAW_FAN_SPARKS Draw the fan gun chip-sparks or not. #FAN_SPARK_FADESPEED The speed of which the fan sparks will fade. #FAN_SPARK_RED The custom colour of the fan chip sparks. #FAN_SPARK_GREEN The custom colour of the fan chip sparks. #FAN_SPARK_BLUE The custom colour of the fan chip sparks. #PLASMA_SPARK_FADESPEED The speed of which the plasma sparks will fade. #PLASMA_SPARK_RED The custom colour of the plasma sparks. #PLASMA_SPARK_GREEN The custom colour of the plasma sparks. #PLASMA_SPARK_BLUE The custom colour of the plasma sparks. #CLOCK_MISSILE_SPEED Switch this to 1 to remember the speed that the last recorded projectile came out at, in MPH. This is used for instruments and statistics. #SHOTGUN_SPARK_FADESPEED The speed of which shotgun sparks will fade. #SHOTGUN_SPARK_AMOUNT The amount of sparks generated by a single shotgun hit. #SHOTGUN_SPARK_SIZE The size of each shotgun spark. #BULLET_SPARK_FADESPEED The speed of which the bullet sparks will fade. (rifles and machineguns) #BULLET_SPARK_AMOUNT The amount of sparks a single bullet will create. (rifles and machineguns) #BULLET_SPARK_SIZE The size of each bullet spark. (rifles and machineguns) #BULLET_SPARK_RED The custom colour of the bullet sparks. (rifles and machineguns) #BULLET_SPARK_GREEN The custom colour of the bullet sparks. (rifles and machineguns) #BULLET_SPARK_BLUE The custom colour of the bullet sparks. (rifles and machineguns) #SHOTGUN_SPARK_FORCE The custom force of the shotgun sparks. #BULLET_SPARK_FORCE The custom force of the bullet sparks. (rifles and machineguns) #SHOTGUN_SPARK_VARY_POWER Some shotguns will be more powerful than others. If this is 0 all sparks will be the same. If this is more than 0, you will exagerate the amount of sparks depending on the power of the shotgun. 2 may be a good amount, higher will exagerate more. By setting this you might want to turn down the base-amountof the shotgun sparks. This is SHOTGUN_SPARK_AMOUNT. After this you can deduct using SHOTGUN_SPARK_DEDUCT #SHOTGUN_SPARK_DEDUCT After the exageration in SHOTGUN_SPARK_VARY_POWER, there will probably be too many sparks. Deduct the total amount using this. This only happens if SHOTGUN_SPARK_VARY_POWER is greater than 0. #RECOIL_POWER Adjust visual recoil: The overal power boost of the recoil. #RECOIL_X Adjust visual recoil: The multiplication ratio of the X movement of the gun during recoil. #RECOIL_Y Adjust visual recoil: The multiplication ratio of the Y movement of the gun during recoil. #RECOIL_Z Adjust visual recoil: The multiplication ratio of the Z movement of the gun during recoil. #RECOIL_HOR Adjust visual recoil: The multiplication ratio of the HOR movement of the gun during recoil. #RECOIL_VER Adjust visual recoil: The multiplication ratio of the VER movement of the gun during recoil. #RECOIL_BAR Adjust visual recoil: The multiplication ratio of the BAR movement of the gun during recoil. #RECOIL_RESISTANCE Adjust visual recoil: The resistance of which the power is lost and it returns. Adjust this in combination with RECOIL_POWER as they work together in a jump/gravity way. #RECOIL_SQUIDGE Adjust the squidge multiplication when the gun returns to its original position. This will multiply the speed. The lower, the less bounce you'll get. Set to 0 to turn off. #RECOIL_NEG_SQUIDGE Adjust the squidge multiplication when the gun bounces back and squidges the other way. This will multiply the speed. The lower, the less bounce you'll get. Set to 0 to turn off. #RECOIL_MAX Adjust the over-all maximum recoil amount to stop the gun going back too far. #RECOIL_GATING Adjust the minimum pass-over speed through the squidging where the speed is cut off and stops the recoil. This stops hundreds of tiny bounces at the end. #RAIL_SPARK_AMOUNT Customize the amount of sparks that come out of a rail explosion. #RAIL_SPARK_SIZE Customize the size of the sparks that come out of a rail explosion. #RAIL_SPARK_MATCH_COLORS Set this to 1 if you want the spark color to match the color of the rail slug. #RAIL_SPARK_FORCE Customize the force of the sparks that come out of the rail explosion. #RAIL_FORCE_TEAM_COLOR Force the team rail slug color to one of these rail colors of 0-9. This wont apply to your personal rail color. #RAIL_FORCE_ENEMY_COLOR Force the enemy rail slug color to one of these rail colors of 0-9. #RAIL_COLOR Your person rail color, from the rail-color list of 0-9. #RAIL_ORBIT Adjust the rail slug orbit time in miliseconds. This is how long you see the slug for. #RAIL_SPARK_FADESPEED Customize the rail spark fade speed. #RAIL_SLUG_FADESPEED Adjust the rail slug fading speed. You might want to adjust RAIL_SLUG_FADESTART and RAIL_ORBIT to make this look right. #RAIL_SLUG_FADESTART Adjust the orbit point in miliseconds when the rail slug will start to fade away. Remember that the orbit time counts DOWN. For example if the orbit time is 2000 (2 seconds) and you set this to 500, then it will start to fade away in the final quarter of its orbit time. #RAIL_SLUG_CHASE Set this to 0 for now as it's not completed. It will be a rail slug visual feature where the slug length shortens towards its target, looking like a laser. // =================================== // WORDS // =================================== #SCRIPT_NAME The name of the script to help the user know what settings to expect. Change this name if you have created your own script. #CONSOLE_ARROW The prefix of the console input bar. Make sure you put a space after too or it might be bunched up. #CONSOLE_INPUT The cursor of the console, again you might need a space after it for it to work. #NAME Your player name. #BUTTON_CONSOLE The key to toggle the fullscreen console on and off. #BUTTON_SMALLCONSOLE The key to toggle the small console on and off. This is basically a command line which isn't fullscreen, so you can still see what you're doing in-game. #RESOURCE_FOLDER The subdirectory to grab all resources for textures, sounds, sprites, and so on. This might be changed to use different scripts or creating your own script. #ECHO_ARROW The text prefix drawn before the echo line when viewing input. Set CONSOLE_ECHO to 1 or more to do this. #HOST Choose the hostname or ip of the server you wish to connect to. #PASSWORD Some servers have a private password that you must know to connect. Adjust this password when it asks for the password, or even better, adjust this before you connect. You may need to reconnect if this doesn't work. #AVATAR_PASSWORD Set the password to request your avatar from services. #BUTTON_FORWARD Assign the moving forward/accelerate key. #BUTTON_BACK Assign the moving back key. #BUTTON_LEFT Assign the strafe left key. #BUTTON_RIGHT Assign the strafe right key. #BUTTON_JUMP Assign the jump key. #BUTTON_SCORES Assign the scores table key. Hold this key to view scores and information of clients on the server. #BUTTON_FIRE Assign the fire/attack key. #BUTTON_ROCKET Assign the key that changes your gun to the rocket launcher. #BUTTON_FAN Assign the key that changes your gun to the fan cannon. #BUTTON_PLASMA Assign the key that changes your gun to the plasma or fork gun. #BUTTON_SHOTGUN Assign the key that changes your gun to the shotgun. #BUTTON_RIFLE Assign the key that changes your gun to the rifle. #BUTTON_MACHINEGUN Assign the key that changes your gun to the machinegun. #BUTTON_GRENADE Assign the key that changes your gun to the grenade launcher. #BUTTON_RAIL Assign the key that changes your gun to the rail gun. #BUTTON_SPECIAL Assign the key that changes your gun to the special gun. #BUTTON_NOGUN Assign the key that puts your gun away. I have no idea why you'll ever want to do this. Perhaps I'll replace it with a white flag! #BUTTON_NEXT Assign the key that tries to cycle to the next gun. This button can also be used in different situations such as clutch gear changing. #BUTTON_PREV Assign the key that tries to cycle to the previous gun. This button can also be used in different situations such as clutch gear changing. #BUTTON_CLUTCH Assign the clutch key, for special actions. // =================================== // COMMANDS // =================================== #QUIT Exit the game. #VERSION See the game client version. #INITGL Restart the OpenGL graphics engine. This is required for changing certain graphics settings, such as resolution and textures. #COMPILEINFO View the client compile information, such as constants, version, limits and so on. #LOADCONFIG This will excecute a conf file from the root directory. Use the . (dot) command to quickly excecute them from /conf. #WRITECONFIG This will save a conf file to the root directory, unless stated otherwise. It will go through all variables and automatically generate a config for you. #GOTOCONSOLE Go to the big console. #GOTOWORLD Go to the world screen, and exit all consoles. #CLS Clear all console output. #ECHO Enter the text to echo. Good for scripts and notes when excecuting them. #CECHO Enter the number, then a space, then the text, of the custom font set. This is usually between 0 and 3. Example: '/CECHO 2 Hello' Good for scripts and notes. #HELP Type /help [subject] to find information on commands and variables etc. Alternatively you can use /man. #MAN Type /man [subject] to find information on commands and variables etc. Alternatively you can use /help. #DELETE Delete this instrument code line number. #EDIT Select which instrument line to edit. After selecting, use /CODE [new line] to replace the code. #INSTRUMENTS You can create instruments by adding code to your config with @ commands. You will have to view other help files to see examples. Doing /INSTRUMENTS will list all your instruments in use, in order. #CODE Enter the new code to replace your selected instrument which you can choose by using /EDIT [line number] #CLEAR_INSTRUMENTS Clear all the instruments ready for a refresh. #CONNECT You can either type this command alone, which will attempt to connect to your current server settings REMOTE_PORT and HOST. Alternatively, you can type /CONNECT HOST:PORT in one line to connect to a server, which will change your settings automatically. For example /CONNECT 123.123.123.123:5002 or /CONNECT www.poo.com:8000 #JOIN Select a team to join. This will usually be team 1 or 2. Some games might not have teams, and would be team 1. To leave the game and become IDLE, use the /IDLE command. #IDLE Leave the team you're in and go idle. You can spectate while idle, and change more settings ready for the next fight. #INCLUDE Excecute a script of prolyn code or commands, but enter the raw path and filename with extension. This is useful for using INSIDE configs and scripts, as it can open a file within. Do not include within an include. #ROSTER View your current equipment selection roster, and see your total points spent. // =================================== // SPECIAL // =================================== #. Excecute a conf script from the /conf directory. #@ Instead of /command, use @command-code to enter an instrument command code. Read about instruments to learn more. #PRO Pro is a first person shooter combat game which concentrates on gameplay and physics more than it does visual realism. It is designed to be fully customizable so that the player can fight in the most comfortable environment he or she can create. This means the game is all about gameplay, and people can fight their best and enjoy trying new ideas. Pro has a console system for commands, with scripting and help topics. It also has an instrumentation system, where the player can customize his or her own visual instruments and values on the screen, so they can see what they want, and where and how they want. Everything is adjustable whilst keeping the game fair for all players. Physics can also be adjusted, and gun/equipment rosters. See also: IRC RUSALKA V4MPIRE FELIX #RUSALKA Pro was written by Chalcedony, Rusalka Records, 2008. #FELIX Felix is a cat, he hangs around on IRC. See also: IRC #V4MPIRE Special thanks to v4mpire for helping to test and run servers and clients for various projects including this one. #IRC Go to IRC server 72.20.39.120 channel #tavern for the pro production area. Meet me, talk to me, whine about visual basic. #? This question mark command is another form of /HELP or /MAN. Simply type ?COMMANDNAME to get help from this manual.