This is quick 'how to' for the nfclass.cfg [Navy Fortress Class Configuration File]
							            ( version 0.3e)

// Class Specials, enter the values in the special fields.

NO SPECIAL ABILITY	0	
CAN ZOOM WITH AT4	1
CAN USE SCANNER		2	
CAN THROW CALTROPS	4	
CAN USE LASERGUIDED ROX	8
CAN THROW KNIFES	16
CAN PLACE SENTRYGUNS	32
CAN PLACE HEALDEPOTS	64
CAN PLACE AMMODEPOTS	128
CAN PLACE DETPACKS	256
CAN DISGUISE SKIN	512	
CAN FEIGN DEATH		1024	
R E S E R V E D		2048
NIGHTVISION GOGGLES	4096
AUTO ZOOM WITH SNIPER	8192
CAN USE TURRETS		16384
CAN ZOOM WITH SNIPER	32768
LASER SIGHT ON SNIPER	65536
HEAL OTHER PLAYERS	131072
ABLE TO DISARM DETPACKS	262144
CLASS CAN BE A HUNTED	524288		-	ONLY SEALS
CLASS CAN BE BODYGUARD  1048576		-	READ THE GAMEMODES.TXT
CLASS CAN BE AN ASSASIN 2097152		-	READ THE GAMEMODES.TXT
CLASS CAN BE A VIP	4194304		-	ONLY TANGOS

If you want to give a class the ability to THROW KNIFEs and THROW CALTROPS, then you've
got to do it like this:

THROW KNIFES has got the number 16
THROW CALTROPS has got the number 4

16 + 4 = 20

That means you've got to add 20 to the Classabilities field. Works like DMFLAGS

>---------<--------<-----<------->--->------>------<

I will use a part of the supplied 'nfclass.cfg' file, it will explain all (or most:)

{				<-- Start a new Class
classname Ltd.Cmdr.Jackson	<-- Classname
underwaterair 11		<-- How long the Class can stay underwater [ in seconds ]
speed 1.5			<-- The Class Speed [ Max recommend 2 ]
resistance none 		<-- Class Armor resists FIRE, NONE, EXPLOSIVE
jump 1.5			<-- How far / high the Class can jump
health 100			<-- Starting Health
max_health 100			<-- Maximum Health the Playerclass can have
max_shells 20			<----\
max_rockets 4   		<-----\
max_grenades 4  		<------\
max_40mmGren 10 		<-------\ (not implemented yet)
max_cells 20			<--------\
max_357cal 12			<---------} --- Maximum Ammo Defines
max_45cal 4			<--------/
max_9cal 5			<-------/
max_556cal 3			<------/
max_308cal 5			<-----/
max_762bb 4			<----/
kevlar_trouser 25 		<---\
kevlar_vest 25	  		<----} --- Starting Locational Armor
combat_helmet 25  		<---/
	
// Inventory    classname [see items.txt] value
inventory 	weapon_knife 		    1 
inventory	ammo_grenades 		    2
inventory 	ammo_308cal 		    2
inventory 	ammo_45cal 		    2
inventory 	ammo_556cal 		    1
inventory	ammo_762cal 		    3
inventory 	ammo_9cal 		    4
inventory 	ammo_shells 		    12
inventory 	ammo_bullets 		    6
starting_weapon weapon_mk23	<-- The Weapon the Player Starts with [handed]
}				<-- Class End

That should exlain all, if you've got questions / bugs mail me here using this address:

Defcon-X@Planetquake.com

-defconX