Special Forces:STRIKE TEAM

Map designers notes.
====================
Here's the entity list with brief instructions for the use of them
and valid key-value settings. If you have any ideas that you would
like to see include, email me at: tunnel_rat69@hotmail.com. Remember,
MOOD IS EVERYTHING! (not really, but it sounds good)


====================
WORLD SETTINGS
====================
The worldspawn settings can be used to define mission parameters,
mission briefings, and default maps to exit to.

KEY:		ALLOWED VALUE:
----		--------------
brief1		Text string, team 1's mission briefing
brief2		Text string, team 2's mission briefing
brief3		Text string, team 3's mission briefing
brief4		Text string, team 4's mission briefing
wait		timelimit for map, # of minutes
frags		fraglimit for map
map		next map for timelimit/fraglimit exits
map1		next map for fraglimit exits if team 1 gets to the
		fraglimit first.
map2		same as above, for team 2
map3		same as above, for team 3
map4		same as above, for team 4

This actually works better than I had ever imagined, as the level
designer you can now easily make some wicked missions. For example
you can assign a 5 minute time limit to a map and have a func_wall
with a health set (must be destroyed) and a target, it's target
can be another func_wall (or door, whatever) that is blocking a
standard trigger_changelevel, so... the player(s) must destroy
the first func_wall in order to gain access to the exit, it they
don't do it in the allowed time you can have it go to a "failure"
map.


====================
Triggers
====================
All of the triggers in the game can be given the team_no key to tell
Quake which team can activate the trigger. Keep in mind, however, in
coop/single games you'll only have teams 1 and 2 out there.


====================
PLAYER STARTS
====================
The game will check for player starts by first looking for team
start positions, then deathmatch starts. Team starts work the same
as coop starts in regular Quake so you may want to include more
than one start position per team (unless you like telefrags)

info_player_team1

info_player_team2

info_player_team3

info_player_team4


====================
MONSTERS
====================
Here they are, quick and dirty. All of the monsters accept the same
set of keys and values so they are all listed at the end. You may
also use "target" and "targetname" the same as in standard quake.
All monsters not listed are simply removed (no errors).

monster_army (basic grunt with M-16 and grenades)
monster_enforcer (big grunt with MP5 or M-60)
monster_demon (sniper)
monster_knight (basic grunt with mossberg shotgun and grenades)
monster_hell_knight (see enforcer)
monster_zombie (see army)
monster_ogre (see enforcer)
monster_wizard (sniper)
monster_shambler (Enforcer with heavy armor and M-60)
monster_dog (doggie)
monster_fish (fish will not accept team settings)

KEY:		ALLOWED VALUE:
----		--------------
team_no		1 or 2 if none it will default per QC settings
fire_team	any number, this is a "sub-team" usefull for forcing
		monsters to work together a little better than they
		normally would. Use this to break the "primary" teams
		into smaller fire teams (hence the name), do not set
		the same fire_team value to too many monsters, it
		will yield undesirable results, 4-8 is best. You may
		re-use fire_team numbers on different team_no's without
		causing any problems.


monster_civillian (innocent bystanders)

KEY:		ALLOWED VALUE:
----		--------------
team_no		1 or 2 for scoring purposes only, the "owning"
		team will be heavily penalised for killing "their"
		civies, non "owning" teams suffer no penalty and
		reap no rewards.
targetname	When activated, civies will run furiously in an
		uncontrolled panic :)
ammo_???	If specified, dead civies will actually have
		something (shells, nails, rockets, cells).
health		Self-explanatory

NOTE: Civillians are currently disabled due to a problem with the
monster AI. (monsters love to kill them "accidentally")


====================
WALLS
====================
func_wall now works as an exploding wall if you'd like, here's how:

KEY:		ALLOWED VALUE:
----		--------------
health		1-50000, the damage required to destroy the wall,
		if 0 the wall is a normal wall. FYI: C4 will do
		a maximum of 750 pts per charge.
style		0 or 1, if 1 it will only be hurt by C4, grenades,
		or other explosions.
ammo_rockets	1-???, each rocket equals 250 damage in burst when
		the wall explodes (C4 = 3 normally, tough stuff) if
		0 there will be no secondary explosion.
target		works like any other trigger, fired when the wall
		goes boom.
targetname	when triggered, the wall will explode. Great for
		making landmines and other traps.


====================
AMBIENCE
====================
New ambient sound effects, MOOD is EVERYTHING! :)

ambient_war (explosions, gunfire, etc)
ambient_night (crickets, owls)

KEY:		ALLOWED VALUE:
----		--------------
wait		1-??? The wait is the approx. time between sounds.
		war uses 10 as default, night uses 5.

NOTE: These do NOT use looped ambient sounds, they do use a simple
series of if/else statements. If you place too many on your map you
may notice a decrease in performance, I haven't yet but consider
yourself warned. It's ok though, they're loud enough that you should
need less than if you used id's ambient sounds. Daytime ambience will
be added soon.


====================
EFFECTS
====================
Artillery strikes, random explosions, and more.

These have been temporarily disabled and will return shortly after
I tweak them a bit, when they're back I'll add their instructions
here.


====================
ITEMS
====================
item_??? entities function normally, however weapon_??? entities
will not contain any ammo at all, please take this into consideration.

item_invulnerability (removed)
item_invisiblity (biosuit)
item_quad (biosuit)
item_envirosuit (unchanged) <- name? might be wrong

While the 666, ring of shadows, and Quad have been "disabled" they will return at a later
date as something usefull.