HeadHunters and HeadHunters/CTF
for Quake2 V2.5
Original Concept by Charlie Zimmerman
Entrusted to D. "Monsto Brukes" Lowery
2.5 code generated by Avi "ZungBang!" Rozen

Introduction
Deathmatch HeadHunters
HeadHunters / C T F
Deathmatch Teamplay
Levels
Commands
Credits
Outro & Links

TOP

HeadHunters | Introduction

###### Introduction

Thanx for spending your valuable bandwidth downloading this great deathmatch modification for Quake2. I hope that I can prove that it was worth your while. These instructions cover all aspects of the game Headhunters from its violent objective to the scoring system. Deathmatch, DMTeamplay and HHctf versions are covered. Take some time to read this manual and check the credits to acknowledge the contributions of all the people who donated levels or time to Headhunters.

Right off the top I want to apologize to Linux users. I know exactly ASS about Linux, therefore I have no setup instructions for you. Altho you may glean something useful by reading anyway.

Always looking for feedback, please don't hesitate to email with questions or problems or the like.

Monsto Brukes

## Client Setup

All files should be unzipped to …\quake2\hh. Just unzip it there and all sub-dirs should be created properly. Play HeadHunters using Quake2 +set game hh. You can also start by using PingTool or equivalent launch program.

## The Lan Party Ten-Minute Quick-Setup

IF you want to get up and running real quick, then check out...

The Lan Party Ten-Minute Quick-Setup

And if it takes you ten minutes to read it, then you read slow. (= It's easy cheasy.

## Dedicated Server Setup

To run a dedicated server, edit the file dedicated.cfg to have the appropriate information that you need, then double click dedicated.bat. It will run HHdm dedicated server unless you change the config that it runs. Look at the bat you'll see what I mean.
TOP

HeadHunters | Deathmatch

## The Objective

It's all very simple.

- Kill other players
- Grab their heads
- Carry them noggins to the altar where the gods will reward you with frags.

In an effort to make the game more interesting, the gods devised a twist. The more heads you bring to the altar at one time the more frags the gods give per head. If you bring one head they only give you one frag. Bring two at once and you get three frags (1+2). Bring three and the gods dole out 6 frags (1+2+3). Try taking ten heads to the altar at once. 55 frags just like that. If you get killed, the heads you carried are dropped for anyone to pickup. Therefore it's kinda like a gameshow. . . you gotta know when to cash in or you could lose everything.

## The Altar

The altar is a fountain of blood that is located somewhere in every level. Many levels have more than one altar. If you happen to see a fountain with ghost heads blossoming out of it, then you can rest assured that it is the altar. If you have heads all you need to do is walk over the altar and your frags are scored. But don’t hang around the altar too long. The gods don't like altar campers and they will whip your ass if you stick around. If you see an altar camping warning come up on your screen then get away from the altar, you only have a few seconds before you start getting your ass beat..

## The Heads

When you kill a player the gods might automatically gib them. Sometimes, tho, you're left with a body. At these times you must take a machete and hack the head off (shoot the bod till it gibs). Then you can go and run over the bloody skull to pick it up. The value of the heads you are carrying is shown under your current score in the upper-righthand corner of the display. You can't see your own heads but other players can. The heads a player carries can be seen trailing behind him hooked to his belt. Kill a player that is carrying heads and all the heads he carries will be dropped.... or thrown all over... depending on the strength of the shot.

## The Scoreboard

The deathmatch scoreboard from Regular Quake2 has been replaced. The new scoreboard lists every player by score, name, id, value of heads carried, ping, and time. Use F1 to bring it up. "Cmd sort" can be used to sort this scoreboard by a different columns. I like to sort by heads carried, but it defaults to Score.

## The Hook

The Quake2 id CTF grapple has been implemented in HH. Select the grapple from your inventory and fire away. This way, if you have an elaborate CTF script, you can still use it. For the average player tho, you can bind a key to <+hook> for that quick-switch action, altho it is NOT offhand. Using <+hook> merely automates the switching to grapple and shooting part

## The Level Vote

When enabled, players can vote at the end of each deathmatch level as to which level to play next. Players have a default 15 seconds in which to cast a vote. At the end of that time, the votes are tallied and the winning level is started. If levels tie, a random level is picked from the winners.
TOP

HeadHunters | HH / c t f

## The Objective

It's all very simple.

- Kill other players
- Grab their heads
- Carry them noggins to the altar where the gods will reward you with frags.
- Steal heads from the other teams altar and take em back to your own.

Yep. Just cuz you've put heads in your altar doesn't mean it's all over. If you're not careful, you can VERY EASILY get sapped down to nothing.

Scoring is all the same... 1head = 1 point. 5 heads = 5+4+3+2+1 = 15 points. When you score those 15 points, that gives the enemy 15 heads to choose from when stealing your score.

And just cuz you just capped 500 points in heads all at once, doesn't mean its all over. The enterprising bad guy can come over and stand there... very patiently... and walk away with it all.

Even worse is someone pulling out say 13 or so of your offered skulls (115 pts) then getting dropped by 4 of your teammates... As they hurry to clean up, you've lost points because the heads were RESCORED 2 or 3 at a time, getting you only what. . . 30? Ouch.

## The Teams

Teams are the CTF standard Red and Blue, identifiable not by use of a special skin or model but Instead by a "team disk." When you see another player in teamplay you'll see a colored disk at their feet indicating which team that player is on. Shoot at the people with a different color than you. Pass heads (if you get the hankering) to the people with the same color as you. Easy Cheasy.
TOP

HeadHunters | Deathmatch TEAMPLAY

## The Objective

Teamplay Headhunters is played in almost an identical manner as Deathmatch Headhunters except for the following two differences. First, when you score you and all your teammates get the frags. Second, you can share heads with teammates by passing them. The implications of these two facts are far reaching as to the way a team should play. For example: Monsto and Creator are teammates and they each have 4 heads. If Monsto scores his heads then both players get 10 frags (1+2+3+4). If Creator scores his heads then they both also get 10 frags for a total of 20 frags each. However, if Monsto had found Creator prior to scoring the his heads and had passed all his heads to Creator then Creator would have scored 8 heads for a total of 36 frags for each player (1+2+3+4+5+6+7+8). The winning team is the team that has the highest scoring single player.

## The Teams

There can be up to 6 teams in teamplay headhunters, identifiable by the disk at their feet. The Red and Blue teams are open teams that anyone can join. The purple, black, green, and yellow teams are private teams that can be formed by players. When you enter the game you are automatically put on the open team that has the fewest players. You can determine what team you are on by checking your team icon located next to your health display.

Once people see how good you are they may invite you to join their private team. If you are invited, you'll hear the invite sound (a kinda whistle) and see an invite icon appear next to your team icon at the bottom of the screen. You then have 12 seconds to accept the invitation. If you want to join their team use cmd join. (This and the other commands are detailed below)

## Starting a Private Team

The purple, green, black, and yellow teams are private teams. If you want to start your own team you must first change teams to one of these teams. Use cmd join to change your current team. The command cycles your team icon through each of the available (not taken) private teams and the open teams. When you are on a private team you will notice that your team icon will indicate that you are an Op. Only private teams have team Ops. Open teams do not have Ops. Being an Op is the equivalent of being an Op of an invite only channel on IRC. You are the boss of the private team. Nobody joins your team unless you invite them. Nobody stays on your team unless you decide they should. Isn't power wonderful? Now that you have a team you have to get some teammates.

## Inviting Players to Your Team

Once you form your own private team you can use the teamplay scoreboard to invite other players to your team. Bring up the scoreboard to see the list of available players. Use the [ and ] keys (invnext and invprev) to select a player on the scoreboard. Note that player selection cycles by Player Id, so once you start selecting the scoreboard is automatically changed to sort by this column.

Once the desired player is selected, use "cmd invite" to invite that player to your team. The invited player will get a sound indication and an invite icon will appear on his HUD right next to his team icon. That player then has 12 seconds in which to accept your invitation. To join your team the player does a "cmd join." When a new player joins your private team, you and all your teammates will get sound indications that he has joined. It's that simple.

## Kicking and Oping

You can kick a player off your team by selecting them from the scoreboard and doing a "cmd kick". You can op another player on your team by selecting them and doing a "cmd op." Note that all ops are equal and that you cannot kick an op. Op at your own risk.

## Leaving a Team

When you leave a team, whether private or open, your score is automatically set back to zero and all the heads you carried are fumbled. You won't be able to pick them up. If you were the op of a private team and there are no other ops on the team then a player from that team is given ops at random.
TOP

HeadHunters | Levels

HeadHunters doesn't require any special entities and will work with any deathmatch level designed. Even so, We were able to get each authors permission to use some of the best levels off the net and bring them here to you for their HeadHunters play. Altars have been added to these maps in the strategically best location.

The result is a collection of 5 star deathmatch levels, each specially layed out to be the best head hunting experience possible. Plainly put, these levels will blow you away!

See the Commands section for map customization.

TOP

HeadHunters | Commands

This section outlines the various commands that can be used in and out of the game. There are quite a number of things that can be done to the game so pay attention (=

## Game Commands

The "Command" is what you should bind a key to. The "Game" is where the command will be relevant, and "Description" is . . . well . . .

The commands in green are the only ones you really need to pay attention to from the beginning. The others are somewhat optional

Command | Game | Description
+Hook | All | Internal alias for grapple use. It is not off-hand as it only automates use of the grapple. The actual command is... alias +hook "use grapple; +attack" alias -hook "-attack; weaplast"
Cmd Throw | All | Throws a head. Used to pass heads in teamplay or HHctf
Cmd Sort | All | Cycles through which column the Headhunters Scoreboard is sorted by.
Cmd Join | TP | Changes team by cycling through teams which are available for the player to join. Open teams are always available. Private teams are only available if not in use. When the player is being invited to a team, this command allows the player to immediately join that team.
Cmd Invite | TP | Invites a selected player to join your private team. Can only be used by ops on a Private team.
Cmd Kick | TP | Kicks a selected player off the team. Can only be used by ops on a private team. An op cannot be kicked.
Cmd Op | TP | Gives ops to a selected teammate. Can only be used by an op on a private team.

## Customizing Commands

Think that's a lot of crap? Wait till you start trying to futz with your own selection of maps.

As previously stated, you can plop in a map without regard to altars, as every 6th spawn will produce an altar. This scales rather nicely, and if a map author has followed any kind of plan for spawn placement then your altars will be spaced nicely.

BUT, more often than not, it's much more fun to put the altar in that special place . . . high traffic or secluded, well known or obscure. If placed right, 90% of the fun will be just trying to get there in one piece.

So here's how you do it. First, you have to

- add <+set cheats 1> to the command line of the game.
- start a listen server
- be the only person "playing"

Only then can you set altars. Otherwise every joker with the RCON would be setting altars at their whim.

Command | Description
viewpos | display your current coordinates and direction you face.
altar save | save ents and altars
altar add | add new altar
altar remove | remove current altar
altar clear | remove all altars
altar next | teleport to next altar (and select it)
altar list | list altars

- 'altar save' saves the *original* ent file and adds the altars at the end.
- You should always start by removing all the altars if the map has random altars (otherwise you'll get both dm spot and altar at same position when using ent file)
- Altar edit commands are not available in hhctf. Duh... the altars used the flagbases.
- Use 'viewpos' (builtin command) to view current position and view angle.
- 'info_altar_red' and 'info_altar_blue' must be added manualy to ent files with a text editor (NOT required for CTF maps)
- If you plan on editing the ent file, do so AFTER creating altars using this method otherwise you may get funky results.

Using 'viewpos' is handy for figuring where you want to put extra stuff in maps. If you take a look at the .ent files (use EDIT.COM instead of NOTEPAD.EXE) you'll get a pretty good idea how to tweak it up.

## Configuration Commands n crap

These are commands you can stuff into the config. I hope I didn't forget anything. (= Check the included server configs for other possibilities.

Command | Range | Description
grapple | 0-1 | Toggles availability of grappleing hook
frag_scoring | 0-1 | Toggles tabulation of your basic frag
weapon_change | 0-5 | Speed of changing weapons 5 is fastest, 0 is cant change (=
weapon_recovery | 0-5 | Fire Rate 5 is fastest, 0 is shoot once (=
pickup_messages | 0-1 | Toggle telling the world when you get some head (=
voting | 0-1 | Toggles level voting
vote_time | 0-60 | time in seconds you're given to vote for a map
stdlogfile | 0-1 | Toggles gibstats logging to file hhlogfile.log

TOP

HeadHunters | Credits

## Web Sources

If you don't know something by now that you think you should know then head on over to Headhunters at Planet Quake. The page contains constant news updates and information on new servers and Headhunter related events. There is also information on Quake1 and Quake World versions of the game.

## Credits

Charlie Zimmerman created the concept of headhunters, designed all aspects of game play, wrote the main code, and created all the game specific models. What didn't he do? Sleep. At this point, Charlie has taken sabbatical from HeadHunters, although development is ongoing. You have Charlie to thank for the game.

As the Agent for the HeadHunters cause Monsto assembled the staff to keep it going, as well as promoting the game in general. You have Monsto to thank for being able to play.

(Rob Johnson)
Whether he likes it or not, Kynetic [aka Str8Dog as I'll call him from time to time... old habit (= ] has had an influence on web graphics, and contributed other graphics to the mod. Headhunters needed a somewhat artistic touch. Ky gave it.

### Avi "ZungBang!" Rozen

He is the programming wiz on GameCam (included with HH) and several other plugin enhancements. Since Charlie has stepped back, Avi has coded up the 2.5 version adding several features and clearing out some extremely tedius bugs. You have Avi to thank for the games current incarnation.

### Eric "Major Dump" Spry

Mapper extraordinaire, Dumpster contributed ALL the id map conversions. It started as a "wouldn't it be cool" in the summer of 98, You have him to thank for the HHctf maps that you have before you.

### Dave "trixie" Hazel

Constantly available for testing and the bouncing of ideas, his feedback was indespensible. . . and don't ask about the name (=

### Test Server Admins

Patrick Mullaley, James "WizBandit" Parish, Buzzkill, Joe "The Dark Overlord" Bennett, Jhestyr. These guys ran both Win32 and Linux servers and proved the weather-sturdiness of the game. Thanx to them you have a stable game to play.
TOP

HeadHunters | Outro and Links

Thanx for playing.

If you have any questions at all, don't hesitate to ask... I'll usually get back to you within the same day.

Meantime, check out the following.

HeadHunters Central | Duh.
GameCam | It's A PLUGIN MOD that offers kick ass spectator modes, and even a tourney mode. Very slick and put together by our own Avi Rozen. "Plugin" means that it works along side of most any other mod. Awesome with HH, great on a lan as you can sit at your machine and check out the action without sucking up much resource!
RUST | The pentultimate editing resource. It may not have everything under the sun, but it's definitely the best place to start.
Q2PMP | Quake2 Player Model Pak. Not the official repository for Quake2 player models, but it may as well be.
Terrafusion | The best level resource. Not the official repository for Quake2 and other game maps, but it may as well be.
Mod Central | Even tho they've pretty much snubbed HH, theres still a lot of good general inforamation about mods.