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OrionTF beta4
by Orion (rfalcetti@gmail.com)

Editors used: QME, QCIDE, Sound Forge
Build time: About 3 months, including testing
Thanks to: Id for releasing Quake.
Id for some Quake2 models and sounds.
Valve for some Half-Life models and sounds.
TeamFortress Software for releasing TF, and for some QC codes.

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I. DESCRIPTION OF THE MODIFICATION + SOME FEATURES
II. CLASSES & WEAPONS
III. GRENADES
IV. BOTS
V. COMMANDS
VI. TECH POWERUPS
VII. WAYPOINT EDITING
VIII. KNOWN BUGS
IX. HOW TO INSTALL & RUN
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I. DESCRIPTION OF THE MODIFICATION + SOME FEATURES

This is a TF-clone CTF(Capture the Flag) mod, adapted for both CTF and TF maps. But there are still some TF maps with different rules that are NOT supported, like canalzone(command points). Rock2 will work, but as a regular CTF map. Grab the flag located at the enemy's office, then bring it back to your office, NOT the enemy's gas chamber. It's a slight variation of TF mode. It also includes offline bots, and a simple waypoint system I made from scratch. It works kinda well, if you ask me.

The rules are simple, get the enemy flag located at the enemy team's base, then return it to your base at your flagroom, no matter if your team's flag is there or not. Unlike CTF, you *cannot* return your team's flag by running over it, it must wait 45 seconds and it will then return to base. The team who captured the flag gets 50 frags. If the flag carrier gets fragged by an enemy, the enemy will get 2 frags instead of one.

There are some different things as well, like:

*Quad and Ring drop
*Gibbable corpses
*New animation system for the players and bots
*Classes like in TF
*Visible Weapons (cvar controlled, see COMMANDS section)
*The Nailgun no longer exists (the Super Nailgun is called Nailgun on this mod, because there's no point on calling it 'Super Nailgun' if there's no 'Normal Nailgun' here, but it uses the SNG models).
*Armor is gone. It's all HP-based, like in Valve's TF2.


II. CLASSES & WEAPONS

The classes have its advantages and disadvantages. Each class carry a type of hand grenade, which can be selected by pressing the 'g' key.
Here are the profiles of each class:

You will notice that each class profile has a 'firepower' in the info. In fact, the firepower is the damage per second of the class' main (not necessarily the weapon that does most damage) weapon. In case of weapons which has both head shot and normal damages, it will be the average between headshot and normal damage.


1. Scout
Health: 90 (135 if buffed by a Medic or AutoDoc)
Speed: 450
Firepower: 86
Weapons: Axe, Shotgun, Super Shotgun
Initial shells: 25
Initial cells: 15
Max shells: 75
Max cells: 50
Grenade type: Flash
Ability: Proximity Sensor (scans for enemies, show their classes and distance), defuse detpacks

Description: The scout is the fastest of all classes, but the most vulnerable of all. He can only carry a maximum of 75 shells and 50 cells. It's got a reasonable firepower, though. You can use your super shotgun to try to kill someone from behind at point-blank range. Use your flash grenades to blind your enemies, but take care not to blind your teammates.

Weapon Profiles:

1. Axe: The good old axe.

2. Shotgun: This one had some changes compared to vanilla Quake shotgun. It will now shoot 5 pellets doing 6 damage each, resulting in a maximum of 30 damage per shot. The fire rate was unchanged, which is still 0.5 second.

3. Super Shotgun: It shoots 10 pellets doing 6 damage each. Will do 60 damage if all pellets connect. Useless on medium to long ranges. Use the Shotgun instead. Each shot uses 2 shells, and it has a fire rate of 0.7 seconds. NOTE: If you fire this weapon off-ground, you'll have a kinda strong knockback. It is possible to 'boomstick-jump' with this weapon and with no health cost, as well as other tricks. This cannot be done with the single-barrel shotgun.

Special Ability(ies):

Proximity Sensor: By typing 'impulse 111' at your console, your sensor will be activated or deactivated, it's a toggle. It'll search for enemies within a range of 100 meters, making a noise and drawing a lightning beam pointing to where the enemy is. And don't worry; only YOU can see the sensor's lightning. The sensor scans for enemies every 2 seconds, for the cost of 1 cell. 

Defuse detpacks: To defuse an enemy detpack, simply step over it. You'll freeze, can't move, shoot, and if you were cooking a grenade it will explode in your face. It takes 3 seconds to defuse a detpack.


2. Sniper
Health: 140 (210 if buffed by a Medic or AutoDoc)
Speed: 300
Firepower: 133
Weapons: Axe, Machinegun, Railgun, Crossbow
Initial shells: 25
Initial nails: 25
Initial cells: 10
Max shells: 100
Max nails: 75
Max cells: 50
Grenade type: Flare
Ability: Laser sight

Description: The sniper is a medium-speed, which carries powerful weapons but low health. You can attack with this class, but it's meant to kill distant targets.

Weapon Profiles:

1. Axe

2. Machinegun: Self-explanatory. It shoots a single pellet doing 8 damage, with slight spread on distance. This gun doesn't make a massive amount of damage but may help you a little if your enemy is too close to you. The fire rate is 0.1 second.

9. Railgun: Shoots a blue or red corkscrew, depending on your team. It can kill most classes with a single shot. Each shot does 100 damage, and headshots will do 300 damage. See how much foes will turn into chunky kibbles before the beam hits concrete. >:) Each shot uses 1 cell, and the fire rate is 1.5 second. The sound is loud as hell, it can be heard more further away than most regular sounds. NOTE: This weapon also gives you a knockback when firing it in mid-air. But the railgun's knockback is MUCH stronger than the super shotgun's. Also, when you fire it in mid-air, your precision is gone (the beam won't go exactly where you're shooting). So better shoot it if you're on the ground, so you get 100% precision.

Crossbow: Select this weapon by pressing 9 twice. It fires explosive arrows that fly more than twice as a rocket's speed, doing 75 damage each on a direct hit. Headshots will do 225 damage(direct hit only). Its blast damage is 50. Use this weapon if you want to be silent. Because the railgun is more effective. Also, the arrows are ballistic. You'll see them going slightly downwards after being fired. Each shot uses 1 nail, and the fire rate is 0.8 seconds. NOTE: The arrow WON'T explode when hitting someone directly at the body.

Special Ability(ies):

Laser sight: Impulse 113 activates or deactivates your laser sight. You can use it with whatever weapon you're holding. Really helpful when you're sniping.


3. Soldier
Health: 300 (450 if buffed by a Medic or AutoDoc)
Speed: 240
Firepower: 128
Weapons: Axe, Shotgun, Super Shotgun, Rocket Launcher
Initial shells: 25
Initial rockets: 10
Max shells: 50
Max rockets: 50
Grenade type: High Explosive(HE)
Ability: Nothing

Description: The soldier can sustain heavy fire, but it's slow-moving, so a sniper can easily kill him. Always look around for snipers, and try to throw some rockets on them. The soldier is effective to be either a defensive or offensive class.

Weapon Profiles:

1. Axe
2. Shotgun
3. Super Shotgun

7. Rocket Launcher: The rockets are slightly slower, and the damage was also lessened. A direct hit will inflict 102 damage. The blast damage is 92, with an area of effect of 112 units. Don't use it in close combat, and don't try to aim directly at your enemy, because the rocket can be easily dodged. Shoot at a nearby wall or the ground, so he can take good part of the blast damage and fly in mid-air, so you can then try a mid-air kill. If you keep aiming at an enemy without firing this weapon for half a second or more and the enemy is far away enough (>600 units), a 'Locked!' message will appear at the center of your screen, and you'll hear a computer noise, meaning that the rocket will track your target, but it's not as precise as a Voreball. When you shoot a lock-on rocket, its damage will be 200, which may kill most classes. Fire rate unchanged. TIP: If you see a rocket that is tracking you, strafe slightly side to side either stopped or while running, and the rocket will fly in circles around you until it explodes. It has a life time of 10 seconds, so it won't follow you for ages like a Voreball.


4. Demoman
Health: 210 (315 if buffed by a Medic or AutoDoc)
Speed: 280
Firepower: 200
Weapons: Axe, Shotgun, Grenade/Pipebomb Launcher, Mortar Cannon
Initial shells: 25
Initial rockets: 20
Max shells: 50
Max rockets: 50
Grenade type: Cluster
Ability: Plant detpacks

Description: The demoman has got a reasonable health, and a medium-slow speed. Can also be both defensive or offensive. Use your mortars for long-range attacks. His mortars are deadly against snipers.

Weapon Profiles:

1. Axe
2. Shotgun

6. Grenade/Pipebomb Launcher: The grenade launcher was unchanged. The pipebomb launcher can be selected by pressing 6 twice. It shoots yellow grenades that explodes on command from the owner, or after 2 minutes, or when the owner dies. There's a limit of 8 pipebombs per demoman, so if a 9th pipebomb is launched, one of the old pipeboms will automatically explode.

9. Mortar Cannon: Shoots a devastatingly powerful ballistic rocket. Like the crossbow, the mortar will fly in the form of an arc, and it's a bit slower than a rocket. The mortar itself does 100 damage, and then it spawns 8 little bombs, doing 50 damage each. So it is possible for this gun to deliver up to 500 damage to some unlucky guy. If there are enemies within a certain distance from the mortar, its bombs will be tossed toward them to try to do as much damage as possible. Each shot uses 3 rockets, so you can only shoot it 16 times. Be careful. The fire rate is 1.5 second. Loud as hell, it's even louder than the railgun. It is currently the most powerful weapon in the mod. If you hit a mortar right at a hwguy's torso, he may be insta-gibbed. Works pretty much like fireworks.

Special Ability(ies):

Plant detpacks: By typing 'impulse 115(5 seconds), 116(20s), 117(50s) or 118(255s)' at the console, your weapon will disappear, and it takes 4 seconds to plant a detpack. While planting a detpack, you can't move, shoot, nor change your weapon. Also, if you were cooking a grenade before planting the detpack, you also can't throw it. It'll explode right in your face. So NEVER cook a grenade when you're gonna plant a detpack! Also, you can only carry one detpack. Plant it, then grab a backpack located at your team's respawn room so you get 1 more detpack.


5. Medic
Health: 190 (285 if buffed by a Medic or AutoDoc)
Speed: 320
Firepower: 150
Weapons: Medikit, Shotgun, Super Shotgun, Nailgun
Initial shells: 30
Initial nails: 50
Max shells: 80
Max nails: 150
Grenade type: Poison
Ability: Self-regeneration

Description: The medic is the second fastest class of all. It's got a fairly low health but high firepower. Use the medikit to heal your teammates or infect your enemies. Use your nailgun to kill mid-range targets. The medic's regeneration is much slower than that of the AutoDoc.

Weapon Profiles:

1. Medikit: The medikit will heal your teammates if you hit them with this weapon. Each hit will add 10 health, and it can buff up to over 150% health. If you hit an enemy with this weapon, he will become infected, and will begin to lose health. Each hit does 10 damage, and the infection does 5 damage every 2 seconds. A single hit will make an enemy infected for 20 seconds, so the more hits, the more time the enemy will be infected, in 20-second increments. Only a friendly medic can heal your infection. Enemy medics won't get infected. If you touch an infected player, you'll also become infected, no matter if it's a teammate or not. Unless if you're a medic.

2. Shotgun
3. Super Shotgun

5. Nailgun: It shoots nails that do 15 damage each. The fire rate is 0.1 second, and each shot uses 1 nail. These were the only changes to it.

Special Ability(ies):

Self-regeneration: When the medic is injured, he can regenerate himself 3 points of health each 3 seconds until he reaches his max health.


6. Heavy Weapons Guy
Health: 400 (600 if buffed by a Medic or AutoDoc)
Speed: 230
Firepower: 300
Weapons: Axe, Shotgun, Double Barrel Shotgun, Chaingun
Initial shells: 50
Max shells: 240
Ability: Spin up/spin down the chaingun by command, but with a sacrifice on speed.

Description: The heavy weapons guy is the class that has the most health of all, but the slowest of all of them. He can only carry shells, because all his weapons use shells. He can spin up his chaingun by command, making it better as an offensive class, not just defensive. Always use this feature when you see lots of enemies and you don't want to waste ammo or be annoyed by the spin up/spindown delays.

Weapon Profiles:

1. Axe
2. Shotgun
3. Super Shotgun

9. Chaingun: The chaingun is a weapon that does massive damage. Each pellet will do 15 damage. Its fire rate is 0.05 seconds, or 20 rounds per second, that's over 1200 rounds per minute! With 240 shells, you can fire it without releasing the button for only 12 seconds! Its damage per second is over 300, that means, you can kill another hwguy in just a bit more than a second! Its disadvantages are the spinup/spindown delay, and the bullets spread on distance, making it kinda ineffective on distant targets. You also can't fire it if you're not on ground, and your screen will shake while firing this gun. It's *strongly* recommended that you pick up backpacks from dead players or you'll run out of ammo in no time.

Special Ability(ies):

Spin up/spin down the chaingun: By typing 'impulse 112', your chaingun will spin up, and keep spinning, but with a sacrifice on speed. You will be running at half speed when you spin up your chaingun, as well as when you're firing it. This is useful when there are a lot of enemies in front of you and you don't want to waste your time spinning up/spinning down your chaingun.


7. Pyro
Health: 240 (360 if buffed by a Medic or AutoDoc)
Speed: 300
Firepower: 75
Weapons: Axe, Shotgun, Flamethrower, Incendiary Cannon
Initial shells: 25
Initial rockets: 5
Initial cells: 120
Max shells: 50
Max rockets: 20
max cells: 200
Grenade type: Napalm
Ability: Nothing

Description: The pyro is a reasonable offensive class, with nice health. His only objective is set things on fire. So burn'em all!

Weapon Profiles:

1. Axe
2. Revolver

6. Flamethrower: The flamethrower is a short-range weapon that shoots flames. It doesn't work underwater. The more flames you hit an enemy, the more time he'll be on fire. The fire can only be extinguished if the time is up, or when entering on water, or healed by a medic. Other pyros won't get on fire. Each shot uses 1 cell, and the fire rate is 0.15 seconds.

7. Incendiary Cannon: It's a rocket launcher that shoots incendiary rockets. The rockets are slower than the rockets of the rocket launcher. The rocket itself does little damage (only 10), but it's got a nice area of effect that will set things on fire. Its area is 180 units. Uses 1 rocket, and the fire rate is 1.2 second.


8. Engineer
Health: 130 (195 if buffed by a Medic or AutoDoc)
Firepower: 63
Speed: 300
Weapons: Spanner, Light Nailgun, Super Shotgun
Initial shells: 25
Initial nails: 25
Initial rockets: 5
Initial cells: 100
Max shells: 50
Max nails: 50
Max rockets: 20
Max cells: 200
Grenade type: EMP
Ability: Build sentry gun, robot, field generator and dispenser

Description: The Engineer is a defensive-only class, with low health, and medium speed. Build a sentry gun on a strategic place, and take care of it.

Weapon Profiles:

1. Spanner: Hit your sentry gun with it to repair, put ammo, or upgrade. As the robot have infinite ammo and it's un-upgradeable, you can just repair it. Same thing with dispenser and field generators.

2. Light Nailgun: It shoots nails that are 50% faster than regular nails, but its fire rate is much slower that that of the Nailgun. Each nail does 25 damage, and the fire rate is 0.4 seconds. This gun is kinda useful when your enemy is out of your double-barrel shotgun's effective range, although it's kind of a joke of a weapon.

3. Super Shotgun

Special Ability(ies):

Build: Impulse 114 will make a build menu appear. You can either build a Sentry Gun, a Robot, a Field Generator, or a Dispenser.

Sentry Gun: An automated stationary turret. It takes 5 seconds to build one. When you build one, its base is spawned then you can't move while building. After 5 seconds the sentry is finished. It costs 130 'metal' to build or upgrade one. The 'metal' are your cells. When the sentry gun is built, it comes with 25 shells. The sentry gun has 3 levels:

-Level 1-
Health: 150
Firepower: 80
Weapon: Semi-automatic rifle
Initial shells: 25
Max shells: 100
Damage per shot: 16
Fire rate: 0.2s

-Level 2-
Health: 180
Firepower: 160
Weapon: Machinegun
Max shells: 120
Damage per shot: 16
Fire rate: 0.1s

-Level 3-
Health: 216
Firepower: 197
Weapon: Machinegun, Rocket Launcher
Initial rockets: 5
Max shells: 144
Max rockets: 20
Damage per shot: 16 (bullet), 110 (rocket)
Fire rate(machinegun): 0.1s
Fire rate(rocket): 3s

IMPORTANT NOTE: To upgrade, put ammo or repair your sentry gun, simply hit it with your spanner. You can also do this on teammate's sentry guns. :)

Robot:
Health: 1000
Firepower: 367
Weapon: Machinegun, Rapid-fire Rocket Launcher
Damage per shot: 20 (bullet), 110 (rocket)
Fire rate(machinegun): 0.1s
Burst time(machinegun): 1.5 to 3s
Fire rate(rocket): 0.3s
Burst time(rocket): 0.9 to 1.5s, or 3 to 5 rockets

TIP: You can repair your robot by hitting him with your spanner. Same thing with teammate's robots.

Dexcription: A slow-moving small mech, but with massive armor. It uses all your 200 cells to build one, and it takes 6 seconds to build. When built, it will stand still, but you can type 'robot_orders' on the console to change between stand, roam or escort orders. It has infinite ammo.

Field Generator: You'll need 2 of them to generate an invisible force field between them. But they can't be too far away from each other... Also, don't build the second field generator at a different height from the first one or they won't link! It costs 110 metal to build one. They have 150 health, and an infinite amount of energy, so you'll only have to worry about their health, by simply hitting your spanner on them. The force field will make *any* enemy go to pieces, and will also block off projectile weapons, but hitscan weapons will still pass through the field. When a teammate pass through the field, it will turn off for 1.5 second, so better not do this with an enemy nearby, so he can take advantage of that. It takes 3 seconds to build.

Dispenser: A simple ammo storage device. When built, it takes 25% from all your ammo, and it will also generate ammo as time passes. It will also heal teammates in a rate of 10 health per second. To heal yourself or get ammo, simply touch it. When an enemy touches a dispenser, it will immediately self-destruct, causing massive damage. It costs 100 metal to build, and it takes 2 seconds to build. It can store a maximum of 400 shells, 600 nails, 300 rockets and 400 cells. Its explosion will do a minimum of 25 damage and a maximum of 250 damage. NOTE: The dispenser does NOT store hand grenades or detpacks!


9. Quake Guy (only available on red team, with scratch1 set to 1, because it's TF vs DM, not selectable)
Health: 240 (360 if buffed by an AutoDoc)
Speed: 320
Firepower: 138
Weapons: Axe, Shotgun, Super Shotgun, Nailgun, Grenade Launcher, Rocket Launcher, Lightning Gun
Initial shells: 25
Initial nails: 30
Initial rockets: 5
Initial cells: 15
Max shells: 100
Max nails: 200
Max rockets: 25
Max cells: 20
Grenade type: HE
Ability: Nothing

Description: The Quake Guy is only available on TF vs DM mode, and only on red team. It uses the original player skin, hence the name. He is as fast as a Medic, and he's the only class that carries the Lightning Gun. But he can only fire his lightning gun for 2 seconds, as he can only carry 20 cells, and also only 25 rockets. His grenade launcher does NOT launch pipebombs, only Demoman's. His rocket launcher is also a bit different from the Soldier's, the rockets are slightly faster, and does slightly more damage, but they don't have the Soldier's lock-on system. A direct hit will do 110 damage (the Soldier's RL does 102), and the blast radius will do 120 damage, with a radius of 120 units (the Soldier's RL's blast radius does 92 damage, and has a radius of 112 units).


10. Psychic
Health: 125 (188 if buffed by a Medic or AutoDoc)
Speed: 300
Firepower: 100
Weapons: Psychic Axe, Revolver
Initial shells: 25
Initial nails: 0
Initial rockets: 0
Initial cells: 30
Max shells: 50
Max nails: 0
Max rockets: 0
Max cells: 150
Grenade type: Concussion
Ability: Levitation, Force Field, Illusionary Disguise

Description: The Psychic is a powerful class but with low health and medium speed. His main weapon, the Psychic Axe, can do several things. This class is a good offensive and defensive class, and a nice first line and last line of defense of a team. If you attack with this class, you can either use the auto-aim lightning or the black hole, you can also turn the force field on, but when you attack, mainly using the back hole plus force field plus taking tons of damage, you'll run out of 'mana' (synonim of cells) in no time. If you defend with this class, as a first line of defense you can let the force field always on, you can use the auto-aim lightning and throwing concussion grenades at the enemies and they will be half dead, or you can use the black hole to exterminate your enemies once and for all. Remember to collect cells often, because the black hole eats up all your your mana in no time. As the last line of defense, you can lurk and your team's flagroom with the force field on fragging enemies with lightning so you don't gib'em, so you can revive'em into gremlins. When you have your maximum of six gremlins, you can use your black hole to make'em gib like crap.

Weapon Profiles:

1. Psychic Axe: This is the heart of the Psychic. He calls his axe 'Scepter'. It can do five different things, you can cycle through them by pressing '1' several times.

1st mode - Repulse: This is the default magic, which requires no ammo. It simply pushes enemies (and teammates too) away from you at a high speed. It doesn't do any damage. Fire rate is 1 second.

2nd mode - Lightning: Fires auto-aim lightning beams in a 45-degree cone in front of you. If there's only a single enemy within the cone the lightning will do 12 damage per hit. If there are 2 enemies, will do 6 to each one, and so on. Each shot uses 1 cell. Fire rate is 0.1 second.

3rd mode - Black Hole: EXTREMELY powerful. Spawns a black hole in front of you, with the disadvantage of blocking your vision. It sucks enemies (but not teammates) towards you in a 90-degree cone, at high speeds. If an enemy touches the hole he will be insta-gibbed. Its maximum range is 2000 units, and the closer the enemy is to you, the faster he will be sucked. You can only use this for 7 and a half seconds before getting another supply of cells. It uses 20 cells per second and there's no fire rate. Just use the black hole on a room with a couple of enemies and watch the new red paint job.

4th mode - Telefrag: Self-explanatory. Aim at an enemy, and you'll telefrag him for the cost of 30 cells. Its main drawbacks are its limited range of 1500 units, and need a 2-second cooldown, even if you miss your target. A little advantage is that if you miss your target or aim at a teammate, it won't use your cells, and a 'FAIL!' message will appear at the top left of your screen.

5th mode - Revive: This will turn dead corpses into gremlins. Aim at a dead body within the range of 600 units, and a gremlin will spawn and escort you. It uses 10 cells, and you can have a maximum of 6 gremlins. You can't revive dead gremlins, nor gibbed corpses. TIP: When reviving, aim somewhat at the very bottom of the corpses, or from up high, because of their very low bounding box. The fire rate is 1.5 second.

2. Revolver: Fires a single bullet doing 40 damage. Headshots will do 120 damage. The bullet has a slight spread, and this gun does its job while you're out of mana (cells). The fire rate is 0.8 seconds.

Gremlin profile:
Health: 600
Firepower: 138
Weapons: Super Shotgun, Rocket Launcher

Description: The psychic's best friend. It carries a super shotgun and a rocket launcher. With infinite ammo. It will only use the shotgun at point-blank, where a rocket would hurt the gremlin itself. The gremlin will try to lead its target with rockets, as opposed to the Engineer's sentry gun and robot, which will aim directly at their target. You can have a maximum of six gremlins. A single gremlin won't help you much, but 2 or more gremlins can be devastating against enemies. NOTE: When you disguise, your gremlin(s) will start roaming around, so you don't blow your cover that easily.

Special ability(ies):

Levitation: Use 'levitate' console command to toggle levitation on or off. It will make you rise in the air slowly. It uses 2 cells per second. You can't levitate while disguised.

Force Field: Type 'forcefield' on the console to toggle force field on/off. It protects you from all kinds of damage, and it uses 1 cell for every 2 points of damage.

Illusionary Disguise: You disguise pretty much like a spy, but you don't actually switch your clothes, you create illusionary enemy clothes around your body that only humans can see. So robots, sentry guns, and gremlins will still attack you even if you're disguised, because they're machines (except the gremlins, but they're aliens). Because of that, you disguise instantly, and you'll need at least 5 cells to disguise. Also, the scout's proximity sensor will detect a disguised psychic. A psychic who touches an enemy disguised psychic will uncover him, and gain a bonus frag. NOTE: Shooting, throwing a grenade, or picking up the enemy flag will blow your cover. NOTE 2: You can't levitate nor use the force field while disguised. And if one of them is activated, you must deactivate'em before disguising.

Rest: Stand still, and you'll generate 2 mana per second, but it only works if you don't use one of the axe's attacks, nor use the levitation and/or force field.


III. GRENADES

Each class carry a type of hand grenade, which can be selected by pressing the 'g' key (or impulse 10). All classes start with 2, and can carry a maximum of 5, and also a box of rockets will give a grenade to you. A grenade will explode on contact with another player (or bot), minus the Flare and Napalm.

*Flash: Used by the Scout, it blinds enemies. Its explosion does 60 damage. The blindness takes about 10 seconds to vanish.

*Flare: Not really a grenade, it's used by the Sniper, it simply illuminates some dark areas for 10 seconds.

*HE: Used by the Soldier and the Quake Guy, it merely explodes doing almost twice as much damage than a grenade from the grenade launcher. It does 180 damage.

*Cluster: Used by the Demoman and Heavy, it explodes turning into 12 smaller grenades. Each small grenade will do 120 damage, and the big grenade itself will do 100.

*Poison: Used by the Medic, this grenade does the same thing as hitting an enemy with the medikit. It'll infect all enemies within its area of effect. The grenade itself does 40 damage.

*Napalm: Used by the Pyro, it does pretty much the same thing as an incendiary rocket. But, the grenade must 'explode' 7 times before the last explosion, and then the grenade is gone. It will set things around it on fire.

*EMP: Used by the Engineer, this grenade will detonate ammo from other players, and will also detonate nearby ammo boxes, backpacks and detpacks, and depending on the quantity of ammo the enemy has, it can do massive damage. But if an enemy has no ammo, this grenade will not do any damage at all.

*Concussion: Used by the Psychic, it makes nearby players drunk, moving weirdly. It also affect teammates, so be careful. It doesn't do any damage.


IV. BOTS

They are not as good as I expected to be, but it's kinda fun to play with them.
Of course they need waypoints, otherwise they won't know where the flag is. When they can't see a waypoint, they actually try coffee_move() until finding one. Unfortunately they don't have client physics emulation, so they're WinQuake-friendly. They support colors for GLQuake, and can be seen on the scoreboard.
Impulse 101 spawns a blue bot, and impulse 102 spawns a red bot.
The bots have a little trouble on well6/wellgl1, and they also have trouble on the 2fort5 flag ramps and water stairs. They also have trouble on z7.

So far, there are 19 supported maps to play against bots:

glide1
shank76
2on2fortb2
wall
well6/wellgl1
2fort5
crowns1
woodfort
xpress3
ctf8
preskool
tf2gay
h4rdcore
2tech4
ftrial3
2fort_32
bam4

They're all included within this package.


V. COMMANDS

Here's a list of console commands and what they do.

fraglimit: It now works as the capture limit. Frags are completely ignored.
scratch1: Set to '1' if you want to play TF vs DM mode. Default is '0'.
temp1: When set to '1', visible weapons will be active. Default is '0'.
saved1: Makes N Blue bots to connect automatically on the next level. Default is '0'.
saved2: Makes N Red bots to connect automatically on the next level. Default is '0'.
saved3: When set to '1', Tech powerups will be available. Default is '0'.
savedgamecfg: When set to '1', it will use the QW "skin" command, to make the class skins visible on QW servers. Let this off on NQ servers. Default is '0'.

impulse 9: Selects '9' weapon.
impulse 10: Selects your grenade.
impulse 15: Prints your origin.
impulse 20-96: Spawn waypoints 1 to 77. More info on WAYPOINT EDITING.
impulse 97: Removes the nearest waypoint.
impulse 98: prints all waypoints (for waypointing new maps).
impulse 101: Spawns a blue bot.
impulse 102: Spawns a red bot.
impulse 103: Kicks a blue bot.
impulse 104: Kicks a red bot.
impulse 105: Kicks all bots at once.
impulse 160: This merely toggles if you want your gl_polyblend be set to zero or not after your blindness caused by a flash grenade is healed.

changeteam: Change team. You die and respawn as the opposing team, as the same class. You don't lose a frag when doing this.
detpipe: Detonates your pipebombs.
scanner: Turn proximity sensor on or off.
chaingun: Spin up/spin down your chaingun.
lasersight: Toggle laser sight.
build: Enter build menu.
disguise: Enter disguise menu.
undisguise: Removes your disguise.
forcefield: Toggle force field on/off.
levitate: Toggle levitation on/off.
det5: Set a detpack for 5 seconds.
det20: Set a detpack for 20 seconds.
det50: Set a detpack for 50 seconds.
det255: Set a detpack for 255 seconds.
scout: Respawn as a Scout.
sniper: Respawn as a Sniper.
soldier: Respawn as a Soldier.
demoman: Respawn as a Demoman.
medic: Respawn as a Medic.
hwguy or heavy: Respawn as a Heavy.
pyro: Respawn as a Pyro.
engineer: Respawn as an Engineer.
psychic: Respawn as a Psychic.
saveme: MEDIC!
droptech: Drops your current Tech powerup.
dropflag: Drops the flag(if you're carrying it).


VI. TECH POWERUPS

The Tech powerups were greatly inspired from Quake2 ThreeWave CTF. They actually do exactly the same thing as the Q2 CTF's Tech powerups do. They spawn on the map's team spawn points. After 1 minute they change their positions. You can't pick up a Tech powerup you just dropped. Unless if someone gets the Tech powerup you want after you just dropped your old Tech powerup, you can pick up your old Tech powerup again.
There are 4 types of Tech powerups:

1. Disruptor Shield: You take half damage from everything.

2. Time Accelerator: All your weapons (except the axe) will shoot twice as fast. Just try using the Chaingun! >:)

3. AutoDoc: Regenerates health.

4. Power Amplifier: All your weapons will do 2x damage. If you use this powerup combined with quad damage, your weapons will do 8x damage!! >:)


VII. WAYPOINT EDITING

Spawn waypoints by typing the impulses shown above. A bubble will spawn inside you and stay there, just to indicate where you spawned it. In order to make an unwaypointed map load your waypoints, you'll need to run Quake with -condebug command, and after spawning all your waypoints, use impulse 98. Then, open your qconsole.log, fink all make_way() lines, and paste it to LoadWaypoints() located in world.qc, put at the very top. BUT, you'll need to put an "if" statement before.

Use this:

if (self.model == "maps/whatever.bsp")
{
	make_way (...);
	...
}

And there you go.

And an important thing, the waypoint number 1 MUST be on the BLUE flag, so the bots when spawning/respawning will head properly to the enemy base. And then, you spawn the waypoints number 2, 3 and so on until the enemy flag, which also SHOULD be the last waypoint. You also MAY spawn two waypoints with the same number, for example you put 2 waypoints with the same number on corridors that lead to the same place.
You can set 'developer' to '1' and restart the map, so you can see the waypoints and you know their numbers by touching them.


VIII. KNOWN BUGS
Sometimes underwater bots will walk on the ground as if there's no water, and won't go up for air, making them drown to death.


IX. HOW TO INSTALL & RUN

There were people having trouble running this mod, I didn't expect that, but here are the instructions:

Extract the contents into your Quake directory. Then run the engine you like using -listen 16 -game oriontf on the command line. Set deathmatch to 1, 2, or 3, teamplay to 1 or 2, set a timelimit/fraglimit(actually capture limit) if you want, then run a map.