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ijontichy

README.txt

Jun 20th, 2012
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  1. AOW-SPECIFIC README PART:
  2.  
  3. This is meant to run with All Out War 2, revision 2539. Any newer version might
  4. not work. Any older version _will_ not work.
  5.  
  6. Script 591 is entirely stuff that's from the base nosvpure.pk3 (except the
  7. C4Spammer, but that doesn't break too much in vanilla - it basically turns into
  8. a better minigun). Script 592 is the AOW-specific stuff. When in doubt, stick
  9. to 591.
  10.  
  11. Script 592's jizz
  12.  
  13. - 0: Give you credits equal to (arg1 + (arg2 << 16)). Use this if you want to
  14. 'lay low', relatively.
  15.  
  16. - 1: Gives you the weapons of a certain class, depending on which number you
  17. pass it. Check the source for exact numbers - they're in the order I found
  18. them in AOW2's a_clssc.acs file.
  19.  
  20. - 2: Gives you all the weapons in AOW2 (even the admin pistol), gives you the
  21. AOW-specific nosvpure weapons, and maxes out your ammo.
  22.  
  23. - 3: Maxes out your ammo. Why is this AOW-specific? Because AOW-specific ammo.
  24.  
  25. - 4: Maxes your ammo, and doubles your ammo carrying capacity. Remote C4 is
  26. kinda weird with more than 4 ammo, so don't say I didn't warn ya.
  27.  
  28. - 5: Gives you all the elemental and class armors. I guess they can stack? Cool
  29. shit. Also, it upgrades your firepower.
  30.  
  31. - 6: Toggles a specific class armor (0 = -1, 1 = 1, 2 = 2, etc.).
  32.  
  33. - 7: Gives you (arg1 * 50) XP. No arg2, because the max is 3250 anyway.
  34.  
  35. - 8: Toggles credit accumulation. The amount you get per second is taken from
  36. arg1.
  37.  
  38. - 9: Apply a crate effect. It's random if arg1 is 0. Check the list below for
  39. crate effects.
  40.  
  41. - -1: Help screen!
  42.  
  43. Note that mode 2 will give you 30000 C4's, proxies, nuclear strike beacons, and
  44. ion beacons. You will never need that many. Hopefully.
  45.  
  46. There's also three weapons geared for AOW in this. Those are:
  47.  
  48. - C4Spammer. Primary fire goes at the plasma rifle's fire rate, and fires 5
  49. enhanced C4 of your team, with a relatively right spread. Alt fire a missile.
  50. When that missile hits something, it explodes. As your team's nuke. It's pretty
  51. damn devastating.
  52.  
  53. - CacheMaker. Primary fire will summon whatever you currently have set as your
  54. object-to-spawn, and alt-fire will cycle through it. This weapon ignores most
  55. limits, so feel free to make walls of turrets, mines, and super caches.
  56. This thing can make:
  57. - Super caches (arranged so that it's basically ammo+health)
  58. - Mini refineries
  59. - Any type of turret
  60. - Ammo/health regeneration caches
  61. - C4 boxes and full refills
  62. - Proxy mines
  63. - 5, 100, 200, or 375 credits
  64. - Elemental armors (looks buggy tho)
  65. - Crates
  66. - Beacon items (which are invisible, so they're coupled with a full refill)
  67.  
  68. - InstantRepairPistol. Pretty much exactly what it says on the tin. Alt-fire
  69. gives you 50 health per shot, and heals mechs a lot more than primary fire. It
  70. also gives you medic bonuses and shows health and whatnot.
  71.  
  72. Crate effects (shamelessly lifted from the AOW2 wiki BUT HEY I CHECKED THEM K?):
  73. 1: Armour upgrade 2: Base miracle 3: Chemical proof 4: Firepower upgrade
  74. 5: Bonus credits 6: Bonus XP 7: Fire proof 8: Stealth rifle
  75. 9: Iron curtain 10: Kamikaze 11: Plasma cannon 12: Resign
  76. 13: Speed upgrade 14: Credits stolen 15: Time gun 29: Bomb
  77. 35: Base crasher 37: Utility gun 39: Laser resistance 41: Explosive resistance
  78. 43: Bullet resistance 45: Guardian 46: Berserk 47: Healing Radius
  79. 49: Team revival 51: Chainsaw 53: Marine Beacon 55: Open deck
  80. 57: Thermal cloaking 59: Lose weapons 61: Fatigue 63: Remote C4
  81. 65: Blursphere 67: Random weapon
  82.  
  83. Duplicates (format - orig:duplicates):
  84. 1:17 3:21 4:22 5:16 6:23 7:18 8:24 9:25 10:26,36
  85. 11:27 12:19 13:20 14:28 29:30-34,56 37:38 39:40 41:42
  86. 43:44 47:48 49:50 51:52 53:54 57:58 59:60 61:62 63:64
  87. 65:66 67:68
  88. --------------------------------------------------------------------------------
  89.  
  90. If you have this, you have either gotten this from Ijon Tichy or from one of
  91. Ijon Tichy's friends. (or you just visited his forum like a sneaky bastard and
  92. didn't make 50 posts announcing your presence, but fuck that) Either way, Ijon
  93. is in on this. If sv_pure is off, guess what he's gonna try first?
  94.  
  95. Speaking of, sv_pure MUST BE OFF if this is to work. It must also be in the
  96. skins folder of the server, and in the skins folder of any clients who want to
  97. (ab)use this. If it's on, only clients with this will be able to connect, and
  98. where's the fun in that?
  99.  
  100. Have you done that? Cool. Here's the possible ways to puke script 591 (the
  101. 'cheat' script):
  102.  
  103. # SYNTAX: "puke -591 [which] [arg1] [arg2]"
  104.  
  105. - 0: Gives you a weapon and an ammo satchel, the weapon corresponding to arg1
  106. and capped so that you can't access something weird. The weapon indexes
  107. are at the bottom. Yes, it has to be an ammo satchel. Not a backpack. Fuck
  108. off. arg2 acts like arg1 in the mode below.
  109.  
  110. - 1: Gives you all the weapons, and an ammo satchel for each weapon. If arg1 is
  111. odd, it won't spawn the weapon. If arg1 is nonzero and even, you won't be
  112. directly given the weapon. The custom weapons are always given directly.
  113.  
  114. - 2: Sets your max health and current health to (arg1 + (arg2 << 16)).
  115.  
  116. - 3: Like 2, but only with current health.
  117.  
  118. - 4: Sets your speed to (arg1 + (arg2 / 100)) (arg2 is a percentage).
  119.  
  120. - 5: Sets your JumpZ to (arg1 + (arg2 / 100)).
  121.  
  122. - 6: Toggles invulnerability. When invulnerable, you'll have a yellow haze.
  123.  
  124. - 7: Toggles invisibility. The render style will reset on map change, but the
  125. effects on monsters will carry over.
  126.  
  127. - 8: Toggles instagib mode. You have a red haze when this is on.
  128. Invulnerability protects against this.
  129.  
  130. - 9: Toggles noclip mode. It's not the noclip you're used to - you actually
  131. have NOINTERACTION toggled on you. This carries over.
  132.  
  133. -10: Toggles health and ammo regeneration. The amount you regenerate per second
  134. is taken from arg1. All ammo types are regenerated.
  135.  
  136. -11: Toggles 'wallhack' mode - an overlay where BIGFONT "X"s, along with their
  137. name (team-colored) and approximate distance from you, is placed right on
  138. top of them. Imagine the kickbans.
  139.  
  140. -12: Checks your target's health, or your health if you don't have a target. It
  141. also tells you if your target is friendly. Names are team-colored, if
  142. applicable.
  143.  
  144. -13: Sets the health of your target, killing, gibbing, and causing pain as
  145. appropriate. Note that boosting a monster's health over their max will make
  146. them friendly.
  147.  
  148. -14: Gives you all the standard keys.
  149.  
  150. -15: Gives an actor with no TID an unused one. Will not change the TID of an
  151. actor with one. You only get one shot.
  152.  
  153. -16: Heals your target for <arg1> HP. Supply arg2, and it'll be taken as a
  154. percentage of the target's max health - this will be used at the max for
  155. this script. The friendly effect for mode 13 applies here, too.
  156.  
  157. -17: The same as 16, but for you. The friendly effect doesn't apply - why
  158. would it?
  159.  
  160. -18: Toggles time freeze mode. Imagine the kickbans!
  161.  
  162. - -1: Help screen!
  163.  
  164. There's also script 735, which follows the same syntax. It's client-side,
  165. though, and more for debugging,
  166.  
  167. - 1: Prints a list of every player in playerTIDs, along with the TID associated
  168. with them.
  169.  
  170. - 2: Prints the TID of your current target.
  171.  
  172. - 3: This isn't really meant to be used - it's the script called by 591:12 so
  173. that it does Log instead of Print. If you must know, health and friendli-
  174. ness come from 591:12 - team, TID, max health, and name come from this.
  175.  
  176. - 4: Basically, 'playerTIDs[arg1] = arg2'. It checks that exactly one actor has
  177. the TID corresponding to arg2, and that arg1 is within range. of
  178. playerTIDs. The playerTIDs array stores 132 ints, by the way - 100 free
  179. slots for you! You really don't need that many.
  180.  
  181. WEAPON INDEXES FOR MODE 0:
  182. 0 - Chainsaw
  183. 1 - Pistol
  184. 2 - Shotgun
  185. 3 - Super Shotgun
  186. 4 - Chaingun
  187. 5 - Minigun
  188. 6 - Rocket Launcher
  189. 7 - Grenade Launcher
  190. 8 - Plasma Rifle
  191. 9 - Railgun
  192. 10 - BFG9000
  193. 11 - BFG10k
  194.  
  195. There are also 16 custom weapons. The first 13 are weaponsofspam.pk3 weapons -
  196. basically "sv_fastweapons 3", plus absurd alt-fires. The other three are:
  197.  
  198. - RailPistol: Primary fire is a 1000-damage rail slug. Alt-fire is a 200-damage
  199. impact, 512 damage explosion rocket.
  200.  
  201. - RailChaingun: Primary fire is a rapid spewing of 100000-damage rail slugs.
  202. Alt-fire is a rapid spewing of 2024 overall damage rockets that then
  203. explode into 36 of the RailPistol's rockets.
  204.  
  205. - "NoSV - Healing Pistol": Both fire modes fire at the rate of the plasma
  206. rifle, and heal for 500 health per shot. Primary fire caps at your spawn
  207. health, and alt-fire has no cap. Primary fire is blue, alt-fire is red.
  208.  
  209. NOTE: I'll remove the Skulltag-specific weapons when Zandronum gets a 1.0
  210. release. The weaponsofspam.pk3 versions will stay, though.
  211.  
  212. By the way, if you want to hide the message that appears in the MOTD about
  213. "SV_PURE IS OFF OH SHIT", just put a null byte ("\0") at the end of your MOTD.
  214. Takes care of it quite nicely, although it is dishonest. Very, very dishonest.
  215. Great for pranks!
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