								 9 june, 1997
Customization:						      jet@poboxes.com

  naturally you will wish to alter some parts of this patch to suit
  your server, hence this file should help you in finding those parts
  to alter.
    
used modules:

  the _modules.qh file contains a list of #defines for each module in
  the project.  simply comment out those modules you don't wish to use
  and recompile the server.

  note that the ctf, female, and protection modules are in development
  and are not recommended.

functionality of modules:

  for further details of models see the section below.

server.cfg
  
  this is detailed further in the actual file, but basically bits of the
  variable are set for which module you wish to activate.  these changes
  occur after a level change.
  
ranking:

  there's a perl script available from dog.food@poboxes.com


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random items / weapons:

  _random.qc
  _random.qh

  this module allows items in the game to be placed at random spawn points, 
  the line #define RANDOM_COMPLETE to select all random items.  commenting 
  out the line will cause items to randomly appear in group places - ie.
  the lightning gun will only appear in weapon spawn points.  

  the #define RANDOM_FIRST can be used to set random start positions of the
  items - note commented out all items start in their map defined places.
  (untested)

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message of the day:

  _motd.qc
  _motd.qh
  
  the MotdInit function contains motd_motd a string used as the login
  screen.  there are now a number of messages to be shown, found in the
  centerprint statements.  These are shown one after the other duration 
  motd_duration.
  
  if you wish to add more messages change the MotdThink function.

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proximity mines:

  _proximity.qc
  _proximity.qh

. the ammo consumed can be adjusted in the W_FireBomb function

    if (self.ammo_rockets < 20) return;
    self.currentammo = self.ammo_rockets = self.ammo_rockets - 20;

    [ set to use 20 rockets]

. the duration to which the mines stays on the map can be configured
  in the BombTime function

    self.nextthink = time + 120;

    [ set for 2 minutes ]

. the health of a mine can also be configured in the BombTime func

    self.health = 20;

    [ set mines health to 20 points ]

. to set the damage which a exploding mine gives alter the BombExplode func.

    T_RadiusDamage (self, self.owner, 120, world);

    [ 120 points of damage - same as a grenade ]

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