Additions & Features

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Awards

New awards have been added to replace those that have been removed. These include the following:


New Award Award Requirements
Super Mario Award Scoring the most goomba kills
Best Killing Spree Achieving the best killing spree total
Most Headshots Scoring the most headshots
Darwin Award Getting killed by being crushed, drowning, or other deaths not caused by other players (your own stupidity/carelessness). This is an actual real life "award" awarded to people who die in completely stupid ways.
Isaac Newton Award Most falling deaths
Bounty Hunter Award Player who managed to collect the most bounty points
Artillery Spammer Player who called the most artillery
Jack the Ripper Award Player who made the most knife kills
The Executioner Player who made the most pistol executions


Standard Award Award Requirements
Highest Fragger Player with the most enemy kills (i.e. frags)
Highest Experience Points Player with the most XP on the server
Highest Ranking Officer Player with the highest military rank
Highest Overall Accuracy Player with the highest accuracy of any weapon
I Ain't Got No Friends Award Player with the most teamkills within one round

Weapons

New weapons have been added for both variety and historical purposes. Most weapons are selectable only by the team who's historical counterpart (or alliances) actually used that weapon. In most cases a replacement weapon with similar capabilities has been given to the team that lost access to another weapon. For specifications on each weapon, please look at the New Weapons page.
New Weapon Team Replaces Classes Icon
Browning Automatic Rifle (BAR) image:flag_allied.gif FG42/Soldier Thompson image:ic_covertops_sm.gifimage:ic_soldier_sm.gif image:icon_bar.gif
Mobile Browning .30 cal image:flag_allied.gif Mobile MG42 image:ic_soldier_sm.gif image:icon_browning.gif
StG44 Sturmgewehr Assault Rifle (MP44) image:flag_axis.gif Soldier MP40 image:ic_soldier_sm.gif image:icon_stg44.gif
M1 Bazooka Anti-Tank Weapon image:flag_allied.gif Panzerfaust 60m image:ic_soldier_sm.gif image:icon_bazooka.gif
Winchester Model 97 image:flag_allied.gif image:flag_axis.gif New Weapon! image:ic_engineer_sm.gif image:ic_fieldops_sm.gif image:icon_shotgun.gif
KA-BAR Combat Knife image:flag_allied.gif SS Dagger All Classes image:icon_kabar.gif
Steyr-Solothurn S1-100 (MP34) image:flag_axis.gif Sten image:ic_covertops_sm.gif image:icon_mp34.gif

Character Faces

New facial skins have been added, by class and team. This is a teaser of our planned character customization system.
Allies Axis
Soldier image:al-co-1.gif image:ax-sl-1.gif
Medic image:al-sl-1.gif image:ax-co-1.gif
Engineer image:al-en-1.gif image:ax-en-1.gif
Field Ops image:al-md-1.gif image:ax-fo-1.gif
Covert Ops image:al-co-2.gif image:ax-co-2.gif

Ranks

New ranks have been added, as there are many more skills! Also, the way ranks are calculated has changed as well to adapt to the new skills.
Rank calculation is based on how many skill levels you have total, not whether of not you have some skills maxed out or not. Being there are 7 skills and 9 levels per skill, you have 63 total skill levels to gain. The middle column labeled "Skills to Earn" has the number of skill levels you need to gain in order to earn that rank. It was designed to make the General ranks tough to progress through. If you can understand the following, this is also how it works.
+1 +1 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +6 +6 +7 +7 +9
Allies Skills To Earn Axis
Private First Class image:rank2.gif -1- image:xrank2.gif Oberschutze
Corporal image:rank3.gif -2- image:xrank3.gif Gefreiter
Sergeant image:rank4.gif -3- image:xrank4.gif Feldwebel
Staff Sergeant image:rank5.gif -4- image:xrank5.gif Oberfeldwebel
Sergeant First Class image:rank6.gif -5- image:xrank6.gif Hauptfeldwebel
Master Sergeant image:rank7.gif -7- image:xrank7.gif Stabsfeldwebel
Sergeant Major image:rank8.gif -9- image:xrank8.gif Oberstabsfeldwebel
Second Lieutenant image:rank9.gif -11- image:xrank9.gif Leutnant
First Lieutenant image:rank10.gif -14- image:xrank10.gif Oberleutnant
Captain image:rank11.gif -17- image:xrank11.gif Hauptmann
Major image:rank12.gif -20- image:xrank12.gif Major
Lieutenant Colonel image:rank13.gif -24- image:xrank13.gif Oberstleutnant
Colonel image:rank14.gif -28- image:xrank14.gif Oberst
Brigadier General image:rank15.gif -34- image:xrank15.gif Brigadegeneral
Major General image:rank16.gif -40- image:xrank16.gif Generalmajor
Lieutenant General image:rank17.gif -47- image:xrank17.gif Generalleutnant
General image:rank18.gif -54- image:xrank18.gif General
General of the Army image:rank19.gif -63- image:xrank19.gif Feldmarschall

Insanity Modes

New fun modes have been added! Set up the modes you want in jp_insanity var. Bitmask values can be found here.


Mode Description
Instant Spawn Spawn times are instant
Unlimited Ammo Everyone has unlimited ammo, no reloading
Mortar Cam Mortars show a cam when fired
Rocket Cam Rockets show a cam when fired
Unlimited Charge Charge bars never drain
Guided Rockets Rockets follow your crosshair
Homing rockets Rockets follow nearby enemies
Unlocked Weapons Everyone can pick up any weapon
Venom Mode Allows soldiers to use the Venom gun from RTCW
Firebolt Throwing Players throw firebolts from their hands, (Removed in No Quarter 1.1.1)

Throwing Knives

Throwing knives bring back the good ol' days of Goldeneye for the N64. Unlike other mods, this is gained as a skill. Bind +attack2 to the key you normally have for alternate fire (weapalt). +attack2 will do all the glorious things that weapalt did, PLUS you can throw knives with it. Here are some more details of throwing knife behavior in ET:
* Skill is earned at level 8 Light Weapons
* Damage of a thrown knife is relative to the speed it hits at. Faster throw = more damage.
* Knives spin in flight, unlike ETPub, LOL.
* Thrown knives can lodge into soft surfaces such as wood, sand, snow, etc. (not stone or metal).
* Throw power can be charged by holding down your +attack2 bind and are tossed when released, (like Jaymod)
* Charge power is represented by the weapon icon. It scales larger until it reaches full power, after which the icon no longer grows.
* Unlike jaymod or etpub, knives do not disappear when they make a hit.
* Because of the above, auto-pickup of dropped knives does not exist. If it did, enemies would catch your knives when they are hit by them.
* There are 2 types of knives to throw, Axis knife and Allied knife. Meaning you can pick up the other team's knife if one is thrown at you, to throw or stab with. Therefore you can carry 2 types of knives at once. Good for playing covert, hold and stab with the other team's knife to help your disguise.
* Unlike Jaymod or ETPub, you can throw all your knives. Meaning, if you throw every knife you are carrying, you no longer have a knife to stab with. That is, until you pick one up or get some ammo. Use wisely.
* Max throw distance is farther than a grenade by about 35%. Unlike jaymod where you can throw a knife well across the map at full power.
* Knives lose their velocity underwater, so underwater THROWING knife fights do not exist. Try throwing anything underwater in real life... doesn't work too well.
* Knives are not poisoned and they are not doing extra backstab damage.
* Thrown knives can make headshots, causing more damage.

Kicking

Alluding to the days of RTCW single player, we have added the foot kick back into the game. The purpose of the kick is that its a melee attack used to knock a player back, much like a shove, but with damage. To perform it, bind +kick to a key or do it in the No Quarter menu. You will not be able to move while kicking, as who can really run around while one foot is in the air???
Uses of kicking
Example of Kicking
* Kick open doors (they open faster and can gib players blocking it)
* Break windows
* Knock other players back, possibly off ledges
* Kick grenades, airstrike cans, and smoke screen cans if g_canisterKick is set 1

Leaning

One of the most obvious things missing from unmodded Enemy Territory were leaning animations. Sure, it appears you are leaning when you are in 1st person view, but you never see other players lean. This used to let people hide behind corners and lean out and ambush someone, which is not very fair. In No Quarter, we have remedied this by adding in leaning animations. When you lean, you are now seen as leaning to other players.

Aura Skills

We have added a new style of skill that may be familiar to RPG players, called an aura based skill. These aura based skills do nothing for yourself, but help out teammates instead. How aura based skills work is quite simple. If you are close enough to a player with an aura based skill then you will receive the effects of that skill. We have tried to include one aura based skill per class. The skills do NOT carry over to other classes, so you can't be a Medic giving off 5 auras. Aura radii can overlap from different teammates, but if it's the same aura, the effect does NOT multiply. An aura that would recharge your stamina at twice the normal speed will NOT charge it four times faster if you're within two like auras. Overall, these types of skills will hopefully inspire people to stick together and work as a team.
Currently, there are 3 aura based skills in No Quarter.
image:Caduceus.gifLevel 5 First Aid: Improved Health Care
image:fast-cool.gifLevel 5 Engineering: Advanced Cooling (formerly an ice cube icon)
image:morale_allies.gifLevel 5 Signals: Inspire Morale
When within another player's aura, you see the icons above and gain the benefits from each. Once you are out of range of that player, the icon disappears. This is why sometimes during spawn you see these icons pop in and out a lot. Read more about these aura skills and what they actually do in the Class Skills section

Ammo Sharing

No Fieldops on your team? You can still give out ammo... your own. There are 2 new commands in No Quarter to do that:
Example of Dropped Clips
*/dropclip does as it says, drops a clip from your current weapon. If you don't have a full clip left, you will not drop anything.
*/dropweapon does as it says too, drops your current weapon. This works with weapons in weaponbank 2 and 3 only.
Sharing ammo by dropping weapons and clips does not award you XP. It gives ammo to your teammates, which will help you fight. Teamwork!

Team Configs

By setting cg_teamAutoexec to 1, No Quarter will look for configs in your 'noquarter' directory. These configs are:
 
autoexec_axis.cfg
autoexec_allies.cfg
autoexec_spectator.cfg
 
These will be executed when you switch teams. Some players may use spawn/class selection script in conjunction with this, without having to select the team.
An example of team configs is HUD color changing and name changing.
 
In this example, JaquboSS changes his HUD background and part of his name to red when on Axis, changes them to blue when on Allies, and green when spectator.
autoexec_allies.cfg contains the following:
Example of Allied Team Config
seta cg_HUDBackgroundColor "0 0 .5 .8"

seta name "^9Jaqubo^4SS"

autoexec_axis.cfg contains the following:
Example of Axis Team Config
seta cg_HUDBackgroundColor ".5 0 0 .8"

seta name "^9Jaqubo^1SS"

autoexec_spectator.cfg contains the following:
seta cg_HUDBackgroundColor "0 .5 0 .8"

seta name "^9Jaqubo^hSS"

Chargebar Feedback

Similar to ETPro, you can visually see if fire support is available. When the lightning bolt below your charge bar turns yellow, airstrikes are currently unavailable. When it is orange, artillery is currently unavailable. When red, neither are currently available.
Similar to the above, if you do not have enough chargebar to use your current weapon/item, your charge bar itself will display as bright red.

Breath Bar

Now, when underwater, your HP bar turns into a blue oxygen bar and shows you how long before your start taking drowning damage.

trigger_removeProtection

This entity removes protection from damage, it is set similary like trigger_hurt
Usage - Big falls that can be exploitable with teamkill-revive-push, and cannot have kill trigger, like graverobbery pit
Spawnflags
* 1 - Start off
* 16 - Slow - remove protection only once per second
* 32 - Deactivate after removing protection
Keys
* life - seconds to remove after entity is used
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