Not Team Fortress

From PromodeWiki


NTF is a class-based form of CTF, somewhat reminiscent of Team Fortress but really having very little in common with it. Flags, Powerups, and Ammo are all present just as in CTF, but maps have no Armour, no Health except for the MegaHealth, and no Weapons.

Players spawn with no armour, and an initial health and weapon loadout determined by the class.

Health and armour both regenerate at 5 points per second: health up to 100, and armour up to the class's maximum.

Backpacks from corpses give one box of ammo for all your weapons and an armour shard.

Unlike CTF, flags are NOT heavy in NTF unless a class explicitly specifies a flagweight.


Classes

Classes are defined by the files in cpma/classes and like modes can be customised extensively. The options for class definitions are:

n
name ("Scout", "Fighter", etc)
m
model ("slash", sarge", etc)
NTF models always use ProMode skins
s
base speed
320 is standard CPM speed, i.e. VERY fast if the player is skilled enough
sa
spawn armour
sh
spawn health
ac
armour class
One of the CPMA armour types: 0 - Green, 1 - Yellow, 2 - Red
fw
flag weight (only works in CPM)
0 to 100, the percentage of "bonus" pre-drag grace a flag costs you (e.g. a 320ups Scout has 0 drag until 640ups: setting this to 25 will lower their drag point to 560ups when they're an FC)
Note that Haste does not explicitly negate flag weight in NTF: if a class has more than 25% fw, a Hasted FC will still be slower than a player with neither. By the same token though, if a class has less than 25% fw a Hasted FC will be faster.
ht
hook type (0 - None, 1 - Offhand, 2 - Onhand)
hp
hook pull
How fast a grappling player moves
hs
hook speed
How fast the grapple hook itself moves
jd 1
can double jump
jr 1
can ramp jump
wX s,m,b,g
weapon loadout and ammo
w2 is MG, w3 SG, and so on. The four arguments set the ammo counts for initial spawn, max, "box" pickup (i.e. a dropped pack), and "gun" pickup (i.e. an item pack). They MUST all be specified, and MUST be comma-separated with no spaces between them (just like "ammo" lines in mode configs).
Whether a class has a weapon or not is determined by the presence of a wX line, not the spawn ammo, so it's possible to give a class a certain weapon but have it be unusable until the player acquires ammo for it from a pack.

There is basically no checking done on any part of the class definitions. If you're not capable of getting them right, you shouldn't be messing with them in the first place.  :)

To save having to update old CTF maps to properly cope with NTF, armours are automatically converted to backpacks. CPMA does support an explicit item_backpack type for NTF, but using it is discouraged.

Although we don't currently enforce it, realistically NTF requires CPM settings. PMC lets Fighters and Tanks move faster than Scouts, and CQ3 nerfs Scout movement so badly that the class is basically just a target with a railgun. Still, it's the admin's choice to make so...


In case you hadn't worked it out yet, NTF stands for "Not Team Fortress".  :)

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