
Challenge ProMode Arena: NTF
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Date: 20 Mar 05


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 Health are all present just as in CTF, but Armour
and Ammo can only be acquired from backpacks.
Backpacks from corpses give one box of ammo for all your weapons and an
armour shard.
Backpacks that are map items give one "loadout" (initial pickup) worth
of ammo for your weapons and a suit of the appropriate armour, and respawn
every 25 seconds.

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


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".  :)
