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ES SENTIALS
What makes QWTA stand out !om the crowd
TAW|Susefreak (CPL)
EU Battalion
Warheads BFE X
July 2009
CVAR COMMANDS
SPECTATOR SETTINGS
ACKNOWLEDGEMENTS
Another big goal for the QWTA mod is make ETQW fit in more in the Quake Universe. Basi-
cally it presents some features from Quake 2 & 4 in the game-play.
QWTA also fixes various bugs, that Splash Damage did not squash in their last and finally
patch. “The Volcano-exploit” has been patched and also the 3rd Eye Camera-bug has been
squashed. This bug in Base-ETQW does not give a correct radar-image when stuck on a mo-
ving vehicle.
QWTA is compatible with Base-ETQW, this means that you can adjust QWTA to
whatever setting you like. From Hardcore QWTA to plain Base-ETQW with only
realistic damage.
The QWTA addition for the GDF Hammer artillery is to behave more like a tactical nuclear
device than a conventional warhead. At present, this simply means a short-lived EMP effect
slightly larger than the actual blast.what is deployed and where you think the best place is to
unleash your wrath upon your adversaries.
The Hyerblaster has been upgraded in QWTA. The rate of fire (RoF) a decreased a bit while
tracers have been added. Another helpfull feature that has been added, is the ability to lock-on
to a target. When the player uses secondary fire, it can lock-on its target similair to the Rocket-
launcher. Another addition to make up for the slower RoF, is that the projectiles fired from the
Hyperblaster include a small area effect explosion upon impact, making the Hyperblaster in
QWTA a nasty contender for lethality. Vehicle-mounted Hyperblasters also enjoy these chan-
ges.
§1.4: Nailgun/Shotgun
One of the main complaints about this weapon is that it was dumbed down in Base-ETQW. In
QWTA this setting can be set to whatever you like. Shotguns have a basic behaviour that fol-
lows the BaseETQW 1.2 behaviour model(Slower ROF, more damage, more pellets, tighter
spread.), or the BaseETQW 1.5 behaviour model(Higher ROF, less damage, fewer pellets, more
spread.). Enable for BaseETQW 1.2 behaviour, disable for BaseETQW 1.5 behaviour.
These settings can be altered to create a mixture of these settings.
One tip: Before you test it out in the offline gameplay. There is no need to type the whole
command. By using the Tab button, you can auto-complete your commands. For instance when
you want to type net_allowCheats 1, you only need to have to type net_al and with the Tab
button it can auto-complete the command for you.
bot_useStrafeJump
Default: 0
Another BaseETQW cvar. This one is a companion to pm_realisticMovement. If strafejum-
ping being beneficial is disabled, it's helpful to stop the bots from trying to do it constantly.
bot_useVehicleDrops
Default: 1
Controls whether the bots use QWTA's Advanced Vehicle Drops or not. The bots are a little
stupid about things, and don't usually wait for their requested vehicle to finish deploying. But
they will call for them.
g_advancedVehicleDrops
Default: -1
A bitfield value that controls which vehicles may be dropped. Setting to a negative number
enables all vehicle drops. Setting to zero disables all vehicle drops. Individual vehicles can be
enabled as follows:
•
Husky: 1
•
Platypus: 2
•
Armadillo: 4
•
Trojan: 8
•
Bumblebee: 16
•
Titan: 32
•
Anansi: 64
•
Icarus: 128
•
Hog: 256
•
Desecrator: 512
•
Cyclops: 1024
•
Tormentor: 2048
•
Jupiter: 4096
Bitfields, for the uninitiated, can be combined by adding the numbers corresponding to the
desired values. For example:
Husky(1) + Icarus(128) = 129
g_allowAPTWarning
Default: 0
Allows or prevents(server-side) players from being textually warned and given the audio lock
on alarm when an APT shows interest in them.
g_allowMineIcons
Default: 0
Allows or prevents(server-side) players from seeing the minedot warning icons on proximity
mines.
g_allowMineTriggerWarning
Default: 0
Allows or prevents(server-side) players from being warned that they've just triggered a mine.
The mines will still sound their audible warning beeps and clicks, this just controls the neon
text warning that appears onscreen.
g_artilleryWarning
Default: 0
Enables or disables the warning text printed onscreen when the Hammer or Dark Matter Can-
non is fired.
g_disableVehicleSpawns
Default: 0
While this is a BaseETQW feature, it plays a key role in other QWTA options, so is listed he-
re. This cvar prevents vehicles from spawning into a map on their own, requiring them to be
airdropped.
g_realisticDamage
Default: 1
QWTA's realistic damage! Generally speaking, this triples the damage of gunshot wounds, and
doubles the pain explosions can dish out.
g_realisticSpread
Default: 1
This setting specifically makes most gunfire that's not actively aimed through ironsights or
scope, of poor accuracy. To function best, slow down and aim at what you want to hit.
g_showPlayerArrows
Default: 2
This is again a BaseETQW feature, although the default setting has been changed. Friendlies
get green arrows over their heads, enemies get no arrows at all, with a setting of 2.
g_useBaseETQWProficiencies
Default: 0
QWTA grants all players the level 1 vehicle proficiency(Vehicle Drops) by default, for free. Ba-
seETQW requires players earn this reward via XP accumulation.
g_useBaseETQWVehicleCharge
Default: 0
Controls whether the Vehicle Charge timer bar uses QWTA or BaseETQW timing. Ba-
seETQW is faster, leading to more vehicles.
g_useClassLimits
Default: 1
Enables the restriction of the number of each class that can be active at once in a map. The
exact numbers for each class vary based upon the number of players connected to the server, as
well as which class is more needed to complete the current objective.
g_useDeathFading
Default: 1
Controls whether or not the screen fading effects QWTA implements, are used. Your screen
will fade to red when you're unconscious on the ground, and to black when you're outright kil-
led.
g_useGibKills
Default: 1
Allows the use of gibkills: completely lethal attacks that a medic cannot revive you from. At
present, these are used to make the Infiltrator and Covert Ops' knife backstabs more deadly.
g_useNuclearHammer
Default: 1
Allows the GDF Hammer artillery to behave more like a tactical nuclear device than a conven-
tional warhead. At present, this simply means a short-lived EMP effect slightly larger than the
actual blast.
g_useBaseETQWVehicleCredits
Default: 0
Controls whether or not QWTA requires 0.2 or 0.5 vehicle charge when summoning an Icarus
or Husky. BaseETQW is cheaper.
g_useQuake4Hyperblaster
Default: 1
Toggles between the QWTA Quake 4-style Hyperblaster, and the BaseETQW-style Hyper-
blaster.
g_useReverseAirstrikes
Default: 1
Enables or disables the use of the Vampire and Violator's new directionally-reversed altfire
modes.
g_useSpecificRadar
Default: 1
Controls whether radar is split into type general types: classical radar, that does not detect in-
fantry... and infrared scanners, which do. Setting this to 0 enables BaseETQW radar that picks
up everything.
g_vehicleDropsUseFE
Default: 1
Controls whether or not QWTA's Advanced Vehicle Drops have Force Escalation("FE") requi-
rements before they can be used.
g_vehicleSpawnsUseFE
Default: 0
This adds Force Escalation("FE") requirements to vehicle spawns within a map. It can be a via-
ble alternative to using Vehicle Drops, to keep players supplied with a restricted set of vehicles.
pm_realisticMovement
Default: 1
Disallows the use of strafejumping or bunnyhopping to gain speed greater than a flat out run.
Thanks,
TAW|Susefreak
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