Classes

Classes

> [-Scout-]
> [-Sniper-]
> [-Soldier-]
> [-Demolitions Man-]
> [-Combat Medic-]
> [- Heavy Weapons Guy-]
> [-Pyromaniac-]
> [-Spy-]
> [-Engineer-]

This is a list of all the default classes as we made them. They are mainly based on the old Team Fortress Classes but with some new specials and all this new weapons. You may change the classes by changing the classes.cfg file but it is recommended that you make a backup before you mess with this file. All infos to create your own classes are included in the classes.cfg file. Some weapons available in Deathmatch are not included in this class-file.

1 - The Scout

Light armoured, fas , Flash or Caltrops and Concussion,

- Seals: Knife, Mark 23, MP5
- Terrorists: Knife, Beretta 92F, UZI

Has got a scanner, and can see enemy disguised spys on it. He can disarm Detpacks.

2 - The Sniper

Light Armored, medium speed, Frag and Flares,

- Seals: Knife, Mark 23, PSG 1
- Terrorists: Knife, Beretta 92F, Druganov Sniper Rifle

IR Goggles, Autozoom, Increasing Damage with the sniper rifle whilst targeting an enemy.

3 - The Soldier

fairly good armored, fairly slow speed, Frag and Nail,

- Seals: Knife, Mark 23, M4 + m203, At4
- Terrorists: Knife, Beretta 92F, AK 47 + GL, At4

Has got the Ability to change the firemode of his rockets with 'cmd rocketmode'. He is the simple average class.

4 - The Demolitions Man

Average armored, medium speed, Frag, Mirv and Pipebombs,

- Seals: Knife, S&W 586, Combat Grenade Launcher
- Terrorists: Knife, S&W 66, Combat Grenade Launcher

May place a detpack. Blast Armor - extra protection against explosions.

5 - The Combat Medic

Average Armored, medium speed, Frag and Concussion,

- Seals: Knife, Mark 23, UMP45
- Terrorists: Knife, Beretta 92F, MAC10

Is able to replenish the health of his temmates. The ammo to heal or use his other positive effects slowly replenishes. He is able to place a Healdepot if he hass full heal-energy. It heals everyone near it.

6 - The Heavy Weapons Guy

The most heavily Armored, slowest speed, Frag and MIRV,

- Seals: Knife, S&W 586, M4, M60
- Terrorists: Knife, S&W 66, AK 47, PKM

The Machineguns (M60 and PKM) always shot salvos of at least 10 bullets. While firing the M60 the HW Guy can only move at very slow speed. His mass prevents him from being flung around too much but it also increases the ddamage from falling.

7 - The Pyromaniac

Well Armored, medium speed, Frag and Napalm,

- Seals: Knife, S&W 586, Flamethrower
- Terrorists: Knife, S&W 66, Flamethrower

Nomex Suit - Reduces the amout of damage recieved by fire and he cannot be set on fire.

8 - The Spy

Fairly light Armored, medium speed, Frag and Hallucinogenic

- Seals: Knife, Mark 23 silenced, H&K UMP 45
- Terrorists: Knife, Beretta 92F silenced, MAC 10

The Spy is specially trained in the use of the knife, he is able to throw it. Is able to feign his death. The Spy is able to go undercover and to disguise himself as a member of the opposite team. Shooting (not stabbing) removes the spies cover. It takes some time after a feign/disguise before you can feign/disguise again.

9 - The Engineer

Fairly light Armored, medium speed, Frag and EMP

- Seals: Knife, S&W 586, Mossberg M500
- Terrorists: Knife, S&W 66, Itahca M37

Can set up self firing sentry-guns that can be upgraded and repaired. Can repair Armor, His energy to build things is similar to the medics heal-energy. He can also place a Armor-Depot.