========================================================
		A  R  M  O  U  R  B  A  C  K
========================================================

	 1. Introduction
	 2. Getting Started
	 3. Extra Modes of Play
	 4. Capture Runes
	 5. Battlesuits
	 6. Weapons
	 7. Miscellaneous Features
	 8. Console Commands
	 9. Server Information

========================================================
	 1. Introduction
========================================================

Welcome to ArmourBack.  ArmourBack is a deathmatch
mod in which you play as one of six battlesuits
and fight with a weapon in each hand.

This demo version of ArmourBack features two of the
six suits from the full version of the mod, which is
featured on the Disposable Heroes deathmatch pack,
available at http://www.thecoven.com/dhbuy.shtml

Only deathmatch is supported in ArmourBack. Playing
ArmourBack in single-player mode, though possible,
is NOT recommended.  Coop mode is permanently disabled.

========================================================
	 2. Getting Started
========================================================

Before you can enter battle, the first thing you must
do is go to the Armoury.  There, you must select a
battlesuit and then you must choose a weapon for each
arm.  Choose your weapons wisely, for you will not
find any new weapons to pickup.

When you die, you can reselect your battlesuit and
weapons by pressing TAB when you die.

========================================================
	 3. Extra Modes of Play
========================================================

The primary aim of the game is to score the most points
by defeating your opponents as many times as possible.
In ArmourBack, the server may employ extra modes of
play that have their own set of rules.  These extra
modes of play are arena, rune capture, and CTF.
In addition, arena can be played in one of two
styles:  duel or elimination.

* ARENA:  DUEL
In this mode, two players or teams are pitted against
each other.  Extra players or teams wait in line and
observe until one side conquers the other.  The winning
side fights the next player or team in line.  The losing
side is moved to the end of the line and must wait and
observe until its turn to fight is up.

* ARENA:  ELIMINATION
In this mode, all players are placed in the game
and fight until one player or team is left standing.
Defeated players cannot reenter the fight until only
one player or team is left.

* CAPTURE
In this mode, players are given runes that boost one
of the following:  damage resistance, attack power, or
maximum health.  The goal is to capture all the runes.
To do this, you must defeat other players who carry
runes.  Death will cause a player to drop all the
runes he or she held.

* CTF
This is based off of id's Threewave CTF.  Players
join on either the red or blue teams.  One team tries
to capture the other team's flag as many times as
possible.

========================================================
	 4. Capture Runes
========================================================

Runes are special powerups found in capture DM.
They can appear in different colors, which shows
how much they are worth.  The more valuable the
rune, the greater the power boost.
   1 = Blue
   2 = Green
   5 = Red-orange
  10 = Silver
  20 = Gold
  50 = Black with special design.

Below are the following types of runes available:

ARMOUR
The armour rune looks like a shield emblazoned with
an evil skull.  Each armour rune will reduce the
damage you sustain from attacks.

DAMAGE
The damage rune looks like a lightning bolt sigil made
out of rock.  Each damage rune will increase the damage
of your attacks.

HEALTH
The health rune looks like an atom.  Each health rune
will increase current health and maximum health by
five per point of rune strength.  For example, a blue
atom gives five health; a green rune gives ten health.

========================================================
	 5. Battlesuits
========================================================

ArmourBack has six battlesuits (plus a hidden seventh)
you can choose from.  Each battlesuit belongs to one
of three weight classes.  Each weight class has its
strengths and weaknesses.

NOTE: in the demo only Mercury (light) and GravyBurner
(medium) are available.

LIGHT  (Mercury/Zeppelin)
Light suits possess enhanced physical abilities that
compensate for the relatively weak firepower offered
by their weapons.  Light suits can run silentily,
swim longer without air, and use a jetpack to fly.
Light suits are also resistant to falling damage.

MEDIUM  (GravyBurner/WireCutter)
Though slightly more massive than light suits or
Quake marines, medium suits have the same basic
abilities as the Quake marine.  They also pack
good firepower.

HEAVY  (Rhino/SugarConny)
Heavy suits carry very powerful weapons.  However,
heavy suits are very massive; they move slower, and
they stomp loudly whenever they walk.

========================================================
	 6. Weapons
========================================================

Each weight class has four weapons available to choose
from.  Heavier suits get more damaging weapons.

LIGHT SUIT WEAPONS
-------------------
GRAPPLE
This is a medium range projectile with cable attached.
If it strikes some surface, it will attach and pull in
the owner as long as the fire button is held and the
cable is not cut.  If it hits a shootable target,
the target takes 40 damage.  If the target is a player
or monster, the grapple will also embed itself in the
target and inflict 4 damage per frame for as long as the
grapple is attached.  If the target is heavier than the
attacker, the attacker is pulled in as if the grapple
attached to a solid surface.  All other targets will be
dragged in to the attacker.  Anything that crosses the
cable cuts it.  Rate of fire is variable, but it is no
faster than 0.8 sec.

ASSAULT SHOTGUN
This shotgun shoots a burst of three shells followed by
a second of reloading.  Each shell produces 6 pellets
that do 8 damage each.

PARTICLE BEAM
This is a rapid-fire gun that fires an invisible beam.
The beam is not fully stable and it will spread a bit.
If the beam makes contact with a target, it will create
a small explosion at the point of contact.  Direct hit
does 12 damage per frame; splash damage is 4-6 points.
The beam has an approximate max range of 2000.  Like
the Q2 hyperblaster, it takes about one second for
the weapon to wind down after you cease fire.

GRENADE LAUNCHER
Same as Q2 grenade launcher, except the grenades fly
at a speed of 1000.  Rate of fire is 1.1 sec.


MEDIUM SUIT WEAPONS
--------------------
PROD ROD
This rod doubles as a hard-hitting pogo stick and as
a short-range blaster.  Strikes do 100-140 damage and
shove the target away.  If the rod misses, a short-range
blaster bolt is fired.  If the bolt hits, it does 40
damage.  Bolts have a range of 600.

PHOTON CANNON
This shoots a green laser beam.  If the beam touches
a shootable target, it inflicts 100 damage and up to
four more beams will erupt from the target to zap any
other targets nearby for 50 damage.  Also, the explosion
caused by the beam can fry those nearby for light to
medium damage.  Rate of fire is 1 sec.

MINIGUN
Same as Q2 chaingun except spin times are much faster.
Bullets always do 6 damage each.

BAZOOKA
Same as Q2 rocket launcher except rocket speed is 700
and explosion radius is 160.  Rate of fire is 0.8 sec.


HEAVY SUIT WEAPONS
-------------------
CARVER
The carver is a circular saw is designed for melee.
Hold down fire button for full speed.  At half speed,
carver does 20 damage per frame.  At full speed, the
carver will kill any light or medium suit outright
regardless of health or armor (unless half damage
is set, in which case the victim takes the full
40 damage instead).  Heavy suits take 40 damage
per frame.

FLAMETHROWER
This shoots a burst of flaming shots.  The flames
constantly produce an area effect that not only damages
targets, but also can ignite them.  Very damaging but
has relatively short range!  Maximum range is 1200.
Delay between bursts is at least 0.6 sec.

AUTO SHOTGUN
This is a rapid-fire shotgun.  Each shell produces
6 pellets for 8 damage each.

MIRV LAUNCHER
This big gun shoots a slow but very powerful rocket.
If you are pointing the MIRV Launcher at an enemy
when you pull the trigger, the rocket will home in
on your target; otherwise, it will fly straight ahead.
On impact, the rocket explodes and those within 200
pixels from the explosion take up to 160 damage.
In addition, four smaller, weaker missiles are
spawned.  These smaller missiles, which fly slowly
and erratically, will home in on any targets visible
to both the attacker and the explosion.  Damage per
drunk missile is up to 80.  Rate of fire is 2 sec.

========================================================
	 7. Miscellaneous Features
========================================================

ITEM REPLACEMENTS IN ARMOURBACK
--------------------------------
* All weapons except BFG10K are replaced by ammo.
* BFG10K is replaced by quad damage.

NOTE:  ArmourBack can be played on any map designed
for normal Quake2, not just the maps included in
Disposable Heroes.


RESPAWN INVULNERABILITY
------------------------
Each time a player respawns in DM, the player is
protected by free invulnerability for about three
seconds.  This means players cannot camp near spawn
points and get easy frags.


TARGET IDENTIFICATION
----------------------
Players are equipped with a targeting system that can
identify other players.  While active, large crosshairs
are displayed.  The crosshairs are normally green.
When a player aims at a living target, the target's
name, mug, and distance in meters are displayed to the
left of the crosshairs.  If the target is an enemy, the
crosshairs will glow red for as long as you directly
aim at it.  The targeting system has an effective range
of 100 metres (or approximately 3000 pixel units).

Unless target identification is disabled by the server,
targeting id is on by default.

========================================================
	 8. Console Commands
========================================================

NEW COMMANDS
-------------
Below are new consoles commands for ArmourBack.

* altscore
This toggles the player's alternate scoreboard
display.  Alternate scoreboards are available only
in team games.  In CTF, the alternate scoreboard
is text only.  In other team games, the alternate
scoreboard displays only teammates.

* id
This toggles the player's target identification system.
See TARGET IDENTIFICATION above for details.

* key [value]
Usable only in menus, this selects the option
displayed next to its number.  If no value was
given or the value given was not a number, zero
will be assumed.

* push
This causes your player to push a target that is up
close and directly in front of you.  Players or bodies
in front of you are pushed away unharmed.  Shootable
walls, doors, and buttons may activate.  The "wave"
command may also be used to push.

* menu
This allows dead players to become spectators, and
opens or closes the main menu for spectators.  In
arena, if you open the main menu while you are
waiting in line, your player will be taken out
of line.

* team [value]
If no value is given, this command shows the name of
the team your player is on.  Otherwise, this may change
the color or team of your player.  The value may be a
number or the actual name of the team.  If the value
is gibberish, zero (or the color gray) will be assumed.


ALTERNATE COMMANDS
-------------------
In addition to new commands, the following existing
commands can also do the following effects:

  Q2 command           |     Equivalent AB command
-----------------------+-------------------------------
'inven'                | Open or close menu
'use Blaster'          | Select option 1
'use Shotgun'          | Select option 2 / 'weapprev'
'use Super Shotgun'    | Select option 3 / 'weapprev'
'use Machinegun'       | Select option 4 / 'weapprev'
'use Chaingun'         | Select option 5 / 'weapprev'
'use Grenade Launcher' | Select option 6
'use Rocket Launcher'  | 'weapnext'
'use HyperBlaster'     | 'weapnext'
'use Railgun'          | 'weapnext'
'use BFG10K'           | 'weapnext'
'use Grenades'         | 'use Jetpack'
'use Power Shield'     | 'use Power Screen'
'wave' (DM only)       | 'push'

If you use the default config.cfg for Quake2,
TAB will open/close a menu or show inventory,
number keys will select menu options or change
your weapons, 'g' activates your jetpack if you
have one, and 'p' will activate either power armor.

========================================================
	 9. Server Information
========================================================

MOTD (Message of the Day)
--------------------------
ArmourBack can display a message within the ArmourBack
menu.  By default, AB looks for a file 'motd.txt' in
the ArmourBack game directory.  If the file does not
exist, no MOTD is displayed.  To change the MOTD file
referenced, go to the console and type:
file_motd <filename>.  Do not type the filename
extension -- it will only look for .txt files.
If the file does not exist, no MOTD is displayed.
Hence, you can disable the MOTD by typing the
following at the console:  file_motd "".

The MOTD will accept a maximum of 500 characters.
In addition, up to 14 lines can be displayed, and
each line can hold up to 25 characters.


MAP CYCLING
------------
ArmourBack has configurable map cycling.  At the end of
a DM level, Q2 looks for a file 'maps.txt' in the AB
game directory.  If the file does not exist, AB's map
cycling is not used.  If the file exists, AB tells Q2
to search for the map's filename (without extension)
in the maps file.  If found, the map below it, or the
first map if the current map is the last, is selected.
If the current map does not exist in the maps file,
Q2 will proceed normally.  To change the maps file
referenced, go to the console and type:
file_maps <filename>.   Again, do not type
the filename extension -- it will only look
for .txt files.  If the file does not exist,
map cycling will be disabled.

The map cycler will accept up to a 100 maps.  Any
more than this is ignored.

WARNING:  The names of the maps must exist in the baseq2
directory or in the ArmourBack game directory.  Any
errors in the map file may shutdown the server (as if
the 'killserver' command was typed in the console) and
disconnect all the players if any.

NOTE:  "sv_maplist", if set, will override the above
map cycler.


NEW DMFLAGS
------------
* 65536 = DF_MAP_RANDOM
This tells Q2 to randomly select a map from ArmourBack's
map list instead of cycling.  See MAP CYCLING above for
how the map list works.

* 131072 = DF_FAST_SWITCH
When a player changes weapons, this tells Q2 to
switch weapons instantly by skipping the weapons'
dropping and activation animations.

* 262144 = DF_HALF_DAMAGE
This tells Q2 to halve the damage of all attacks.
Fractions are dropped.  The only exception to this
is the carver, which does full damage instead of
instant death.

* 524288 = DF_TEAM_FORCEJOIN
When a player logs in the server, this tells Q2 to put
the player into the team with the least number of players.

* 1048576 = DF_WEAK_POWER_ARMOR
This tells Q2 to replace all power shield items
on the level with power screen items.

* 2097152 = DF_NO_ID
This tells Q2 to disable target identification.

* 4194304 = DF_NO_JETPACK
This tells Q2 to disable the light suits' jetpacks.

* 8388608 = DF_CTF_TECH
This tells Q2 to enable techs from CTF.  If enabled,
items known as 'techs' can be found on the level.
There are resistance, strength, haste, and regeneration
techs.

* 16777216 = DF_JOUST
This tells Q2 to automatically set the battlesuits'
left arm to a melee class weapon.  Light suits get the
grapple, medium suits get the prod rod, and heavy suits
get the carver.  The player may choose one other weapon
for the battlesuits' right arm.

* 33554432 = DF_TEAM_LOCK
Once the player selects a team, the player cannot
change teams.


NEW SERVER VARIABLES
---------------------
* capturelimit -- In CTF, this specifies how many times
   the flag can be captured before the level ends.
     Default is 0 (off).

* countdown -- This specifies how much time in seconds
   players cannot fire weapons after arena or capture
   begins.
     Min =  0
     Max = value of 'maxdelay' (see below)
     Default is 5.

* file_maps -- Maplist filename without .txt extension.
     Default is "maps".

* file_motd -- MotD filename without .txt extension.
     Default is "motd".

* maxdelay -- This specifies how much time the player
   has to respawn before the player suffers a penalty.
   In arena, the player may be excluded from play until
   the next match.  In capture, the player will be
   ignored.
     Min = 15
     Max = 60
     Default is 30.

* maxrunes -- Number of runes available to distribute to
   all players when capture starts.  For example, with
   a value of 10, 2 players start with 5, 3 start with
   3, 4 start with 2, 5 or more start with 1.
     Min =   0
     Max = 100
     Default is 20.

* numteams -- Number of teams active.  If value is
   2 or greater, teams are enabled.  If CTF is on,
   this is set to 2.
     Min = 0
     Max = 5
     Default is 0 (off), unless CTF is on.

* rules -- This sets the rules used in ArmourBack.
     0 = none (normal ArmourBack DM)
     1 = Arena:  Duel
     2 = Arena:  Elimination
     3 = Rune Capture
     4 = CTF
     Default is 0.

* teamsize -- Maximum number of players allowed in
   a team.  If value is 0, teamsize is unlimited.
     Min = 0
     Default is 0 (no teamsize).


OBSOLETE DMFLAGS
-----------------
* 4 = DF_WEAPONS_STAY

All weapons are replaced by ammo or quad damage.

* 64 = DF_SKINTEAMS
* 128 = DF_MODELTEAMS

The new variable "numteams" dictates the existence
of teams.  If teams are enabled, they are automatically
grouped by skin color.  That is, teammates always have
the same skin.

========================================================
		T  H  E      E  N  D
========================================================
