------------------------------ BEGIN ------------------------------------------
Title    : The ScotBot CARNAGE Arsenal
Author   : Andrew Eglington - CARNAGE Arsenal Author - egg@powerup.com.au
		 : Colin Anderson - ScotBot Author - anderson@crinan.force9.co.uk

Legalese:
---------

ScotBots and their code Copyright Colin Anderson 1997
All other parts of this pack (carnage.zip) Copyright Andrew Eglington 1996-1997
AND The respective authors of all original SFX and skins etc (will add their 
names before release)

						D O   N O T    D I S T R I B U T E

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				************* I M P O R T A N T **************

					SCOTBOTS ARE CLIENTS
				THEY REQUIRE A MULTIPLAYER GAME
	WITHOUT A MULTIPLAYER ENVIRONMENT SCOTBOTS CANNOT BE ADDED TO A GAME

		To start a multiplayer game you must do one of the following
		(most people will find option 3 or option 2 the most appropriate)

-------------------------------------------------------------------------------
1) DEDICATED from the command prompt:
        quake.exe -dedicated 16
(starts a 16 player DEDICATED server - ie: you CANNOT play quake on the
dedicated server, only machines attached to it,  the dedicated server
only generates text - no graphics - therefore it shows stuff like
"betlog entered the game" etc, and you can type at the console stuff
like "changelevel mexx7", all video commands are ignored)
Note that the advantage of using this method is that all players
attached to the server have comparable pings, and even a machine which
would not otherwise be powerful enough to play quake can be utilised -
for example my clan plays 5 and 6 player LAN games on a 16Mb DX486-33
with pings of 20 - 100Ms depending on the map and number of projectiles
in the air :) at any given moment, the actual players machines are all
pentiums.

 EXAMPLE COMMAND LINE:
C:\QUAKE\QUAKE.EXE -game CARNAGE -dedicated 16 +exec carnage.cfg

							********

2) LISTEN from the command prompt:
        quake.exe -listen 16
(starts a 16 player LISTEN server - ie: you CAN play quake on the LISTEN
server, AND other machines MAY attach to it)
[ however the person playing on the listen server will have a ping of
zero, all other players except bots will have non-zero pings, therefore
the player who is playing ON the listen server has a distinct advantage ]

 EXAMPLE COMMAND LINE:
C:\QUAKE\QUAKE.EXE -game CARNAGE -listen 16 +exec carnage.cfg

							********

3) from the quake in-game menus
        start quake and go through the 'multiplayer" menus to start a
multiplayer game
(note that the maximum number of clients [bots and players] that can be
added to a game via this method is 4 - not 16, you must use a command
line parameter like -listen 16 or -dedicated 16 to play with 16 players
and or bots)
 NOTE: This method effectively starts a -listen server but with a maximum of
4 players rather than 16 as in example 2 above. It also gives the same ping
advantage to the player who is playing ON the listen server.

 EXAMPLE COMMAND LINE:
C:\QUAKE\QUAKE.EXE -game CARNAGE +exec carnage.cfg
push ESCAPE key
select MULTIPLAYER menu
select NEW GAME
select IPX or TCP/IP network type (maybe even 'modem' works too)
accept [OK] default ADDRESS and PORT settings
select EPISODE and LEVEL and select BEGIN GAME
at the console type: SKILL 3
push F1 to add one bot, repeat for more bots
run like hell

							********

-------------------------------------------------------------------------------

					I M P O R T A N T    N O T E 

	ALL of the command line examples given above include:
+exec carnage.cfg
 This configuration file contains all the required bindings necessary to 
operate scotbots as well as the various weapons of the Carnage Arsenal.
Also included are some key bindings that will facilitate you in your battles
with the ScotBots.

		 PLEASE READ the file CARNAGE.CFG
		 	as it is fully commented.
 You will NEED to know what these bindings are, and which keys to push to 
activate them. 

 

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


							F E A T U R E S 

- Scotbots can see through water, so unless you have GL they have an even 
	greater than normal advantage.
- if you pull your axe on a bot it will use it's axe too (real chivalry)
- bots will not normally use the RL if at close range (RANGE_MELEE)
- RANGE_NEAR changed to allow bots to correctly guage correct maximum range 
	for lightning gun. (600 units)
- RANGE_FLAME allows ScotBots to correctly estimate effective flamethrower range.
- bots will not fall to their death if they have a jetpack.
- new airburst explosion model (fuel-air bomb removed, spawners explode like them instead)
- new pipebomb model
- new player/bot skins

-------------------------------------------------------------------------------
Throwable & Destroyable Backpacks
	* Backpacks that can be voluntarily thrown down.
	* Backpacks which touch each other will merge into one backpack
	 	(for entity conservation)
	* Backpacks throw shrapnel spikes when destroyed.
	* When you kill an opponent and IF their backpack survives the onslaught,
		ALL of the weapons and remaining armor they had will be in the
		backpack they drop, rather than just their current weapon.
	* If the player cannot carry some or all of the gear in a backpack they 
		will automatically toss the remainder behind them.
	* All backpacks are destroyable.
			IMPULSE 40 [throw a backpack containing ammo]

Explosive boxes
	* Explosive boxes (misc_explobox & misc_explobox2) are very explosive.
	* They can withstand damage up to: [big box] 250 and [small box] 100 before
		exploding with a radius damage of: [big box] 320 and [small box] 160
	* Boxes may be moved with shove, grappling hook or Air Fist.

Enhanced Weapon Select
	* When a weapon's ammo is depleted it can still be selected ready for 
		discarding.
	* If the player fires while holding an ammo depleted weapon the next 
		available loaded weapon will automatically be selected and discharged.
			IMPULSE 2 - 8 [normal weapon selection impulses will select	that 
							weapon even if it's ammo has been depleted]
			IMPULSE 41 [discards selected weapon. Refer to 'Weapon Toss' below]

Plasma Rifle
	* Uses Nailgun as launcher, which no longer fires nails, only plasma.
	* Fires spheres of charged energy.
	* Projectile moves extremely fast and bounce a bit.
	* Uses cells at one per shot.
			IMPULSE 4

Elephant Gun (only for use on humans and demon-spawn, no elephants please)
	* Double barreled shotgun fires two solid slugs which bounce off walls.
	* Projectile's trajectory are relatively predictable until bouncing off
		an object, after each bounce they get increasingly unpredictable.
	* Unless damaged in flight, projectiles will bounce several times.
	* Does minor damage to the player firing the weapon due to severe recoil.
			IMPULSE 3

Long range Grenade Launcher
	* Grenades fired from the grenade launcher have twice the normal velocity 
		of the regular Quake grenade launcher, and therefore go much further,
		and bounce much further, and have more recoil.
	* Grenades DO NOT explode on impact, but they DO do some nasty damage on 
		impact, they will explode 1.5 seconds after launching. This means you 
		can fire them at an enemy at point blank range and not blow yourself 
		up, they hurt anyway so be careful to avoid the ones that bounce back
		in your direction.
			IMPULSE NONE [ just use the grenade launcher: IMPULSE 6 ]

Hologram
	* Hologram, does what player does, without going anywhere.
	* hologram can dynamically turn to same direction as it's owner (default)
		or be fixed to point in the same direction it was set.
	* With Cam function.
			IMPULSE 31 (hologram on/off) 
			IMPULSE 32 (holo-cam on/off)
			IMPULSE 34 (hologram angle adjustment on/off)

PipeBombs
	* Throw multiple [3] Grenades, detonate all when desired.
	* AS powerful as regular grenades. [reduced in v3.13]
	* Can be detonated by shooting them.
	* Act as land mines, stepping on them will cause detonation, owner is NOT 
		immune, contact with any damageable item causes detonation on impact.
			IMPULSE 61 - Fires pipe bombs.
			IMPULSE 62 - Detonates all pipe bombs.

Removable Invisibility
	* The ring of shadows is now an item that can be carried around 
		indefinitely without activating it until the owner desires.
	* More than one ring may be collected, allowing extended invisible time.
	* Activating the ring makes the user invisible, de-activating it makes the 
			user visible. (duh)
	* 30 seconds of invisible time are available to the user, per 
		ring, and can be used whenever desired, in whatever durations required.
	* The ring disappears when completely used up.
	* Ring is destroyed when owner dies.
			IMPULSE 33

Useful Biosuit
	* The Biosuit is now an item that can be carried around indefinitely without 
		activating it until the owner steps into water, slime or lava.
	* More than one Biosuit may be collected, allowing extended protected time.
	* When activated, the Biosuit gives protection against slime and some 
		protection against lava.
	* 30 seconds of protected time are available to the user, per suit, and 
		is automatically activated when entering slime or lava, and 1 second 
		before the player runs out of breath while underwater.
	* The suit disappears when completely used up.
	* Suit is destroyed when owner dies.
			IMPULSE NONE

Sniper Rifle
	* Requires NO special weapon, standard shotgun is used.
	* NO muzzle flash
	* Forces player to move at reduced movement rate while using sniper rifle.
	* Uses 10 nails per shot.
	* Best used when crouching.
	* A leg hit ignores armor, does half damage (105 to 150), and will cause 
			the victim to bleed and limp.
	* A torso hit includes armor, does full damage (210 to 300) and will cause
			the victim to bleed from their torso.
	* A head shot ignores armor and does full damage (210 to 300).
			Surviving from a head shot is rare.
			IMPULSE 9

Guided Missiles
	* Missiles may be shot down with solid projectiles such as nails or 
		nearby explosions. You need to get lucky with a shotgun.
	* Limited flight duration of 20 seconds.
	* Hide good and launch a missile to check things out.
	* button2 (jump - on my setup) detonates the missile in flight.
	* button0 (attack - on my setup) activates missile afterburner.
	* Looks like a missile, but turns corners.
			IMPULSE 7

Rocket sound
	* Rockets make the same sound as the guided missile, for as long as they 
		are flying. So when someone fires a missile at you from miles away, 
		you can hear it coming.
			IMPULSE NONE

Laser Sight
	* Crosshair indicates player name being targetted, their range, and the 
		position on their body being targetted (ie: head, torso, or legs).
	* Crosshair changes colour to indicate entity targetted.
		- blue   = world
		- red    = damageable [includes secret doors]
		- yellow = door/platform [includes secret doors]
			IMPULSE 30

Spawner (my baby)
	* This is an original concept, and to date, the only implementation of 
		such an entity in Quake.
	* Spawns a random item every 25 seconds.
	* Requires 90 shells, 180 nails, 90 rockets & 90 cells 95 health,
		and 100 armor.
	* Just like a 'flag' only much more useful, and worth defending.
	* people usually get really pissed off when you blow theirs up, which
		is a stupid thing to do, unless you have one of your own first.
	* Spawners are born with 1000 health, and can be 'fed' up to 10000 
		health points.
	* Spawner vengeance death: a spawner when destroyed will explode big time.
	* Spawners NOW bounce (rather than fly). Items created by the spawner 
		will also bounce when removed from the spawner.
	* Spawners may be 'grabbed' and stolen with the grappling hook. This does 
		initial impact damage to the spawner, but NOT ongoing damage as per 
		players. Of course this means that you may be in constant contact 
		with the spawner while you are grappling it.....
	* Spawners suck players health and add it to spawner's health, so 
		spawners can be very healthy after a bit of contact, and can also 
		kill players VERY quickly if they are careless.
	* Spawner owner is NO LONGER immune to spawner vampirism. 
			IMPULSE 29

Grappling hook
	* Hurts whatever player it sticks into. (does NOT harm items except for 
		initial hook attachment strike)
	* Only one impulse to extend and remove hook.
	* Will draw items toward the player.
		ie: grapple another player, some ammo, a weapon, or armor
			and it will be drawn toward you. NOTE: The target
			(players only) is still being damaged as it is dragged.
	* If object hit is not moveable (eg: the world, a wall) the player
		will be drawn toward the wall as per usual.
	* New models for grapple and cable, by me.
			IMPULSE 45

Weapon Toss
	* Toss your current weapon to someone else, or just stash it for later.
	* Good for team play, when your partner has only the shotgun, you have
		everything, and the bad guys are coming.
			IMPULSE 41 

Armor Toss
	* Toss your current armor to someone else, or just stash it for later.
	* Armor tossed retains its current armor value; so red armor that has 
		been damaged will NOT have 200 armor points. (makes good bait)
			IMPULSE 42 

Jetpack Toss
	* Throw your jetpack and all of it's fuel.
	* Good for stockpiling jetpacks.
		(BOOM - 500 fuel units = 500 damage when destroyed)
			IMPULSE 43

Head Shots!
	* When using the sniper rifle or Elephant gun you can shoot players
		in the head, torso or legs for slightly different effect.
	* Head shots ignore armor effect.
	* Torso shots include armor effect.
	* Leg shots ignore armor effect, do half damage, and with the sniper rifle:
		victim bleeds as per severing.
	* When crouching, legs and head are more difficult to hit, the torso
		presents the largest target. So if someone is sniping at you
		and you have armor: crouch...they probably are too.
	* Completely original code, concept courtesy of CheckWaterJump();
		I think it's great, even if I do say so myself.  }:-]
	* I will probably apply this to all non-radius effect weapons
		..... eventually.
			IMPULSE NONE [use the sniper rifle]

			IMPULSE 251 [calls similar function CheckIfHeadShot();
				that checks where on an	opponent the
				player is aiming.]
			IMPULSE 30  [I have temporarily hooked it up to the
				crosshair/laser sight thingy, so if
				you use the crosshair you will see it
				in dynamic action]

T_DirectDamage (and modifications to T_WaterRadiusDamage & T_BeamDamage)
	* Many forms of damage should not be influenced by the players armor:
		eg: Armor should not protect the player from drowning, or falling.
	* Some forms of player inflicted damage ignore armor.
		eg: Lightning bolts.
		    Being pushed off a cliff!
			Being shot in the head or legs by a sniper rifle or elephant gun.
			IMPULSE NONE

More Cells
	* Cells replace shells and nails 20% of the time.
	* Levels previously with no cells, will now likely have at least a few.
			IMPULSE NONE (PROB_CELLS in defs.qc is replacement probability)

Shove
	* Push stuff around, if you can hurt it, you can shove it.
	* If armor or jetpacks cannot be picked up they will be automatically
		shoved if you face them.
	* some items may be too low or too high off the ground to shove, but
		I'm pretty sure everything can be shoved, even corpses.
		The object's height is the only limitation... If you cannot
		shove something, then crouch and try again.
	* Items will respawn wherever they were last shoved to.
			IMPULSE 14

Gibable corpses
	* Corpses take damage, until reduced to mash.
	* They can be shoved around to form barriers, or trip people up.
	* Corpses take initial impact damage from the grappling hook, but NOT 
		ongoing damage from the hook as per live players.
	* Corpses make mushy noises when they are gibbed, so occasionally the
		bad guy will be shooting at you and blow up a corpse, then
		come waltzing around the corner to collect the booty, thinking
		that they just blasted you... Crouch down and let em have it.
			IMPULSE NONE

Axe Frenzy
	* Axe does significant damage (3 hits is almost always enough)
	* Upper and lower body haemmoraging.
		* One average swipe starts the upper body bleeding:
			- Big weapons do damage to the person firing them.
			- Movement rate is 95%
		* Two average swipes or one good swipe makes upper and lower
			body bleed.
			- Big weapons do Big damage to the firer. (DON'T use
				the payload rocket if you're limping.)
			- Movement rate is 50%
			- Moving around or jumping causes further injury.
		* Mega-Health heals one injury site. (legs or arms)
			Two mega-Healths required if both sites are bleeding.
		* Levels no longer get boring after you have accidentally
			blown all the weapons up, some pipebombs and an axe are
			all you need,... maybe just the axe !
		IMPULSE NONE [just use the axe]

A flashlight to attract enemy fire with
	* A flashlight (uses NO power )
	* Does NOT illuminate the user.
	* Great for attracting enemy fire, or diverting fire to an opponent
		lurking in the dark.
			IMPULSE 13

Exploding Super Nailgun
	* Nails explode on contact with anything.
	* ALL nails (from any weapon) move twice as fast.
			IMPULSE 5 (replaces SuperNailGun)

Fully Automatic Shotgun	
	* FULL-AUTO Shotgun fires four shots per second.
	* Shotgun damage is inversely proportional to range.
		IMPULSE 2 (replaces regular shotgun)

Jetpack
	* Jetpack replaces green armor, and can be placed by using item_jetpack.
	* Fuel display.
	* Move fast when in flight, or move slow by looking down.
	* Jetpacks can carry up to 50 second of fuel. [a full jetpack is very
		explosive - see tossable jetpacks]
			IMPULSE Double jump [jump again while still in the air]

Payload Missiles
	* Launch a rocket with 4 grenades attached.
	* Grenades eject on impact, explode 1.5 secs later.
	* Nice 'stinger'launcher model to suit. (Courtesy of heliquak.zip)
	* New sound (courtesy of MECH.ZIP... but modified)
			IMPULSE 6 (selects weapon)
		
Flame-Thrower
	* Uses cells to spew chemical fire. Almost meaner than a lightning gun!
	* Set them on fire, then give em some lead while they run for water.
	* Makes it very difficult to see outside the flames when you are on fire.
			IMPULSE 8

Footsteps
	* Hear the bastards coming.

Fragile explosives
	* All items can be 'killed'.
	* Everything is killable with few exceptions.

Health carried through levels as-is.
	* I figure that health should NOT be affected by changing levels.
	* Health above 100% does NOT rot away if carried through a level
	  ( wanted to but couldn't get the code right ...yet)

Teleport anything.
	* Pretty much anything can be teleported, weapons, backpacks,
		pipebombs, projectiles,...spawners! all the good stuff.
		Just aim at the right spot in the teleporter.
		Don't stick your grappling hook into one of these.

Lightning discharge modifications.
	* Discharging lightning while IN water will not kill anything that
		is NOT in the water.
	* Discharging lightning into water while NOT in the water will not
		harm the attacker, but will cause damage for a radius of
		600 units to anything that IS in water.

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To play, type:

QUAKE.EXE -GAME CARNAGE
from the Quake directory.  


 NOTE: because this patch is larger than the usual 500k size:
 	If you are running this patch under Windows95 and having problems, 
	but regular quake works fine, it may be necessary to add the -winmem 
	parameter to your q95.bat file.
		Say you have 24Mb of RAM. -winmem 20 will tell windows to allocate 20Mb
			of your total RAM to Quake.
		Don't get it? look in the TECHINFO.TXT file under -WINMEM
			located in your Quake directory.

I wrote this modification with the registered version of Quake,
so if you haven't got it, I dunno if it'll work... anyway stop being a suck,
and buy the game already. ID deserve your money!


Author Information
------------------
 Andrew Eglington is an Associate (Civil) Engineer, Design Draftsman,
DiveMaster, William Gibson freak, believer in logic dialects,
[as opposed to computer languages], HTML/VRML tinkerer and big-time geek.
 Armed with some LISP (AutoCAD) experience, some nightmares about BASIC
and a lack of knowledge regarding this C beast which has recently evolved 
into Java. I figured I would learn some Java and C, but got bored with the 
lack of interesting Java projects. I started learning Quake-C because I 
really wanted a fully automatic shotgun, and a jetpack... and pipebombs..
..and guided missiles.......and sniper rifles....and..and ....yeah..... 
So I extensively hacked existing work and have learned sufficient Quake-C
to construct this modification.
 If you try to tell me I stole someone else's code work you are partially 
correct (see credits), I borrowed a few concepts, but the coding is mine.
 I started about a week before christmas '96, and if you check the issue 
date for this version of the patch you will probably notice that I have been 
stuck to my PC about 13 hours a day for the last few months, learning and 
writing Quake-C and messing with models, maps & skins.
I'll have to confirm that with my woman.... if she is still around......
Jasmine??? ...Yoohoo Jaz???

Credits   
-------
	Kevin Cheung - cheungi@mskcc.org
	Nick Wilson aka NiCkMaN - nick-man@indra.com
	Requiem - requiem@powernet.com.au
	Stalin - dunno
	AsmodeusB - tazq@sos.on.ca
	Hellblazr - dunno
	Harlequin - dtebben@alumni.caltech.edu
	Charlie Zimmerman - czimmerm@cyberenet.net
	Jeff Epler - jepler@inetnebr.com
	Shannon Greene - blckbrt@wavenet.com
	Scott Ramsay - sramsay@smart.net
	Lando (Aka Conan) - lando@apollo.ruralnet.net.au
	Perecli Manole - Borg
	David Avellan - DrAgOnTuRd - dragonturd@geocities.com
	Merlin Hansen - Merlin.Hansen@Develcon.com	
			- Chief Remote playtester and bug report man.
	Talon - bart@powernet.net
	Christopher Bolin, Stephen F. Karl, Shane W. Powell, Matt Houser, Mark Lewis:
	Marcus Dromowicz - Marcus.Dromowicz@Informatik.Uni-Oldenburg.DE
			- For the Mexx series of levels. Specifically Mexx3, Mexx4, and Mexx7.
	Ryan [Nike], Jobi [Krull], John [Ratman], Josh [Fei Hung],
		Markus [Phatboi], Anthony [Wildman], and me, Andrew [Betlog]
			- Chief in-house late-night LAN playtesters.
	Jamie Wood - ghoti@pop.erols.com - Author of PAIN
			- Generally helpful.
	Olivier Montanuy - Olivier.Montanuy@wanadoo.fr
			- Quake-C specification and HTML version author
	ID Software - We all know why. 
			- (Quake-C released to the public, for all the 
					Dukey Nukey 'defenders' who still don't get it.)
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