                        Welcome to the Reno Brothers
                          Weapons Factory CTF 3.2
                       Last Updated September 29, 1998
                         Updated By:  Nimh & Gregg


NEW WITH THIS VERSION
---------------------
- New WFFLAGS setting: WF_STD_LOGGING
- New CVAR variable: UNBALANCED_LIMIT (see FLAG CAP LIMITS section)
- New IP Banning commands (see IP BANNING section)
- The class configuration files (*.class) have moved out of the quake2
  directory, and into the quake2\wf directory.  This was done to support
  the release of the MOCK toolkit, which requires MOCK created mods to
  reside in directories other than wf.


SERVER INSTRUCTIONS
-------------------

1) To run the Weapons Factory mod, you must first install and configure
   Zoid's CTF mod.  You can download the latest versions from
   http://www.cdrom.com/pub/idgames/idstuff/quake2/ctf

2) Make a "wf" subdirectory off your Quake2 directory.  Copy the
   pak0.pak file from the ctf directory into the wf directory.

3) Download the server file(s) and unzip into the quake2\wf
   directory.

4) Read all the documentation that comes with the server files.

FLAG CAP LIMITS
---------------
You can now prevent unbalanced teams from being able to capture the flag by
using a new command:
  SET UNBALANCED_LIMIT <n>
where <n> is the number that determines how unbalanced the teams can be before
the flag pickups are disallowed.

For example, lets say you set the unbalanced_limit to 3.  If the blue team
has 3 or more players greater than the red team, the blue team will not be
able to pick up the red flag.  The default setting is 0, which means no limit
will be imposed.

Note that setting this value should be dependant on the max players you allow for
your server.  For example, if you run 64 players on a server, you would probably
want to set the unbalanced limit higher, say to 5.  For smaller servers, you may
want to set the limit to 2 or 3.

IP BANNING
----------
A set of new server commands have been added to allow server admins to ban
specific users based on their IP address.  The commands have the same format
as id's CTF mod.  They are:
  sv addip <ip address>         - adds an ip address to the ban list
  sv removeip <ip address>      - removes an ip address from the ban list
  sv writeip                    - writes the ban list to ban list file
  sv listip                     - lists the currently banned ip addresses
  sv testip <ip address>        - test a given ip address against the ban list

Each time an ip address is added or removed from the ban list, the list is
written to the ban file located in the quake2\wf directory (called listip.cfg).
Therefore, the writeip command is not really needed.

A new CVAR called "FILTERBAN" can also be set to change the behavior of the
ban list.  By default, filterban is set to 1 which means that any person with
an ip address in the ban list will not be allowed to play.  If you set
filterban to 0, it means that ONLY people with ip address in the ban list
will be allowed to play.

You can also ban a group of players on the same subnet.  For example, if you wish
to ban all players that have ip addresses starting with 199.111.222, just set the last
number in the ip address to zero, like this:
   sv addip 199.111.222.0
This one entry would ban 199.111.222.1 through 199.111.222.255.

At this time, subnet masks other than those using the last number of the ip 
address are not supported.  For example, you can not ban all 199.111.*.* players.

MAP ROTATIONS
-------------

The Weapons Factory now supports map rotations.  To enable this feature, do
the following:

1) Create a file called wfserver.ini (if there isn't one) in the
   quake2\wf directory.

2) Inlude the names of the maps you wish to use in the wfserver.ini file.
   A sample is shown here:
        [maplist] 
        q2ctf2
        q2ctf5 v
        ###

   The file must start with the "[maplist]" line, and end with the "###" line.

   The "v" after a mapname means that map is only "votable" and will not
   be loaded by the server in regualr rotation, it must be voted into
   use.  (NOTE:  This is a beta feature and has not been hammered at by
   our beta testers yet - works on Linux port for sure).

3) From the server console, or via rcon access, execute the following
   command:

        sv maplist wf\wfserver.ini

   This will load the map rotation preferences.

   If you wish to have random map selections, load the map list like this:

        sv maplist wf\wfserver.ini 1

   The 1 at the end will force random map selection.

4) When a fraglimit, capturelimit or timelimit is reached, the next map
   in the rotation will be executed.

Details:
   sv maplist                   - if no list loaded, shows syntax
                                - if list is loaded, shows maps in list
   sv maplist <filename> <flag> - Loads map list from <filename>
                                - if <flag> = 1, maps will be randomly selected
   sv maplist first             - Selects first map in list
   sv maplist next              - Selects next map in list

5) To get WF working corectly you must mae sure that all the teamx.class
   files are in your quake2\wf directory.  By default the Team9 class layout
   is loaded.

   If you want a diffrent class system simply load that class file after
   the server has started via the console, or via rcon access, like so:

   sv classdef <file>

   Example:

   sv classdef team3.class

   The above would load the old WF2.1B 3 class style class system.  The
   provided class files are:

   team3.class - Old WF2.1B style
   team6.class - 6 classes, well armed
   team9.class - True TF style classes


MESSAGE OF THE DAY
------------------

As a game server administrator, you can insert custom messages into the
first menu displayed to the user.  To do this, create a file called
"motd.txt" (or see the example one included) and put it in the \quake2
directory.  The first two lines of the file will be used as the first
two lines of the first menu text.  You should try to keep each line to 27
characters or less, otherwise it wont fit on the menu graphic.

You have your choice of colors for the text - white or green.  To use
white text you don't have to do anything special. For green text, simply
put a "*" as the first character of the line.

For example, if the following lines are entered into the motd.txt file:
  *Reno Bros Server
  Weapons Factory Mod

Then the first line would appear in green, the second would be white.


GAMESPY SUPPORT
---------------

To make your server show up in gamespy, you need to have it send
periodic messages to a Q2 master server. To do this, enter the following
lines into the console, or add them to your startup script:

   set public 1 
   setmaster q2master.planetquake.com 

NOTE: This will only work for dedicated servers, make sure you are
running WeaponsFactory from your quake2/wf directory or your server will
NOT show up in the GameSpy tab.


TURNING OFF CTF
---------------
It is possible to turn the Weapons Factory CTF mod into a pure deathmatch mod.
This will remove the flags, teams, and team scoring.  To do this, add the
following option at startup:

   +set ctf 0

Thats it!


WFFLAGS 
------- 

A new server variable called WFFLAGS can be used to control gameplay.  
It is used the same way that the dmflags variable is used.

To set the variable, simply add a "+set" statement in your command line, or execute a 
"set" command in the console window.  For example, to turn off homing rockets, you 
would type:

    set wfflags 8

The number at the end is determined by adding the option values
together. The values are:

   WF_ALLOW_FRIENDLY_FIRE  1
   WF_STD_LOGGING          2  (new)
   WF_NO_FORT_RESPAWN      4
   WF_NO_HOMING            8
   WF_NO_FLYING           16
   WF_DECOY_PURSUE        32
   WF_NO_RAILGUN_EFFECT   64
   WF_NO_TURRET          128
   WF_NO_EARTHQUAKE      256
   (unused)              512
   WF_MAP_VOTE          1024
   (unused)             2048
   WF_ZOID_FLAGCAP      4096
   WF_NO_PLAYER_CLASSES    8192 

so, to turn off flying and homing rockets, you would type:

   set wfflags 24   

since 8 + 16 = 24.

Here are the detailed explainations for each flag:

WF_ALLOW_FRIENDLY_FIRE - If set, this will allow homing rockets,
   laserballs, proximity bombs to target teammates. It will
   also allow the decoys their owners.

WF_STD_LOGGING - If set, all frags and scores will be written to a frag
   log file called std.log in the quake2\wf directory.  The file will be
   in standard log format used by programs such as GibStats.

WF_NO_FAST_WEAPONS_SWITCH - If set, this will turn OFF fast 
   weapons switching

WF_NO_FORT_RESPAWN - Turns off spawning in own fort

WF_NO_HOMING - Turn off homing rockets

WF_NO_FLYING - Turns off ability to fly

WF_DECOY_PURSUE - will let the decoy chase after an enemy

WF_NO_RAILGUN_EFFECT - turns off the spiral effect of the railgun.  It
   will make it much harder to see snipers with this option set.

WF_NO_TURRET - Turns off turret grenades

WF_NO_EARTHQUAKE - Prevents any earthquake grenades (Disabled anyway)

WF_MAP_VOTE - Allows players to vote for the next map. A one minute warning
will be given before the end of the level to remind players to vote.

WF_ZOID_FLAGCAP - Allows you to turn off Team Fortress style flag captures
and set it back to normal CTF flag capture mode.

WF_NO_PLAYER_CLASSES - If set, this will turn OFF player classes.


SUPPORT
-------

Email support can be obtained from:

   Bruce Simon - bsimon@phonet.com
   Nimh - nimh@morticia.ml.org

If you are having configuration problems be sure to include your
server.cfg in your mail message.

My (and many others) thanks to Tom and Gregg Reno for such an awsome
mod.

Original wfserver.txt file was authored by Gregg Reno, I simply ripped
it off and added/changed what needed to be for this release.  Thanks
Gregg. ;)

-The Reaper, Nimh

The Weapons Factory
http://www.captured.com/weaponsfactory
