Action Quake 2
For updated versions and additional information, please see http://action.telefragged.com


Table Of Contents

Introduction
Basics
Getting Started
New Commands
The Weapons
The Items
Teamplay
FAQ
Credits


Introduction

Action Quake2 is a DM mod designed along the lines of a good action movie. No BFGs or rapid fire rocket launchers here, and not a plasma weapon or laser gun in sight. What we DO have is a mod where stealth and strategy pay off more than the ability to shoot yourself in the feet with a BFG.

Basics

In Action Quake2 you start with only a pistol and 10 bullets in the clip. In most games your starting weapon is little more than a glorified pea-shooter, not in this mod. That's a Mk23, more than enough to lay down a foe, plus stopping power to boot. Location specific damage also insures that those shots to the head will get you a kill. But be careful with those shots, ammo is sparse compared to what you might be used to and you can hold only so much. When running your accuracy drops dramatically, so stand still when lining up for that head-shot.

So now you've taken a jaunt through the level and are wondering where the other weapons are. 'This pistol is nice, but I want a shotgun.' you may be thinking. Well, in Action Quake2, weapons are unique, this means that if you see someone running through the level with an MP5, that's the only MP5 on the level. So shoot the guy and take it, you've earned it. You can only carry one unique item at a time. Of course, special items function in the same way.

There are 6 weapons: the pistol, akimbo pistols, the MP5, the shotgun, the sniper rifle, grenades, the assault rifle, and the hand cannon. All but the grenades and the pistol are considered 'unique'.

Getting Started

After installation you should load up a game and get your configuration set up.

There are a few commands you need to know and bind:
In many of these mods you will be required to bind keys to various game commands that were not included in the original Quake II. To bind a key to a command you will need to do the following:

  1. Run the mod that you wish to play.
  2. Press the tilde ( ~ ) key to pull down the Quake II console.
  3. At the console type, bind (key that you want to use) "(action for that key)"

Example for binding the "D" key to the opendoor command, type: bind d "opendoor"
Example for binding the "Shift" key to the drop item command, type: bind shift "drop item"

These are the actions that you will need to bind keys to:
opendoor: It opens doors for you.
bandage: Bandages your wounds.
reload: Discharges current clip and loads a new one.
drop item: Drops your current special item, if you have one.
drop weapon: Drops your unique weapon, if you have one.
weapon: Changes mode of your current weapon, if applicable.
use special: Changes to your Unique weapon.
team X: In teamplay changes your team from team 1 or team 2.
inven: In teamplay changes what weapons you bring on the field...
id: Disables or turns back on the identity command (note: this only works for teammates or when you're dead).

New Commands

Opendoor: Doors, for one, do not open automatically, like in Quake 2. Instead you will have to actually open the door with the 'opendoor' command that I told you to bind. This is to encourage thoughtful, strategic play, rather than the 'run, shoot' matches Quake games often turn into.

Bandage: Another thing that might take some getting used to is our unique damage code.   Instead of taking a set amount of damage, wounds are actually inflicted on regions of your body. While head wounds are almost always fatal, some wounds will continue to bleed and create other adverse effects. To stop the bleeding and any other effects of the wound simply hit your 'bandage' key, but beware; bandaging takes six seconds, during which time you cannot fire. There is no way to regain lost hit points, so try not to get shot.

Reload: This empties your gun of all rounds currently in it and loads a new clip. Ammo is scarce so be careful with this one.

Drop item: This is simple, it drops whatever special item you currently have.

Drop weapon: Also simple, drops your unique weapon.

Weapon: The sniper rifle comes equipped with a high powered visible light scope. It has three lenses to accommodate your sniping needs. 1x, 2x, 4x, and 6x, the 'lens' command cycles through them. Also changes the pistol between fully and semi-auto modes. For the knife, this switches between slice and throw modes. For the Mp5 and M4, this changes between 3 round burst mode and full automatic mode.

One other quick reminder, fall damage has been greatly increased in this mod, so don't go jumping out of any 3rd story windows.

The Weapons

The Knife
The SOG-37 is the knife of choice for the Navy SEALs, and it is for you as well. Killing swiftly and silently this is good is good in close quarters combat as well as when you run out of ammo. You can also throw them, increasing damage.

The Pistol
The H&K Mk23 pistol is the standard side-arm used by SpecOps units world-wide, and with good reason. A single shot to the head is enough to take down anyone, and unless your opponent is wearing a vest a few shots to the chest area are also quite fatal. Many people prefer this weapon above all others simply because it is reliable, accurate and deadly. One thing to be aware of when using this gun is its range. While it retains much of its power at close range it lacks punch at very long ranges. Ammo comes in clips of 12 rounds, but you can only carry two extra clips at a time. Use 'weapon' to switch it to semiautomatic. This increases accuracy at the cost of fire rate.

Akimbo Pistols
Kill somebody, get another Mk23.

The Shotgun
The old standby, the M3 Assault Shotgun is perfect in that medium range fighting. It carries 7 rounds that must be reloaded one at a time. This one functions much the same as the Quake 2 shotgun, with one obvious difference, power. One good, clean shot can take anyone down, and even grazing hits will hurt them. The knock-back from this baby is impressive to say the least, which makes it perfect for blasting people off a roof or out a window. You can carry 14 shells at a time, plus whatever is in the gun itself. This weapon is unique and there is only one on the level. You can only carry one unique weapon at a time.

The Sub-Machine Gun
Although wildly inaccurate the MP5/10 more than makes up for it by shooting very fast. Less powerful than the pistol it's quite useful when clearing a room. It holds 30 rounds per clip and you can carry two extra clips at a time. Reload time is the same as the pistol. This weapon is unique. Use 'weapon' to switch to 3 round burst mode and increase accuracy.

The Sniper Rifle
A Sig Sauer SSG 3000 fitted with a powerful scope, this gun is not to be trifled with. Although terribly inaccurate if shot from the hip, it is deadly when sighted and aimed properly. The scope can be switched from 2x, to 4x, all the way down to 6x. The rifle has a 6-round box attached that must be reloaded one round at a time. Bullets come in containers of 10, and you can carry up to 20 extra rounds. This weapon is unique. Try hitting reload repeatedly while reloading. It will put more than one in at a time.

The Assault Rifle
This is a special issue M4, basically a scaled down version of the M16. As you would expect it is accurate and deadly. The rounds are also penetrating so they actually pass through the victim and can hit people behind him. It carries 24 rounds per clip but only one extra clip may be carried at a time. Use 'weapon' to switch to 3 round burst mode and increase accuracy.

The Hand Cannon
Word to the wise; don't get in front of this thing. Basically a sawed off double-barrel shotgun it's spread is wide enough to kill just about anyone getting too close. However, this benefit causes the gun to become nearly useless at long and medium range. It uses the same ammo as the shotgun but only holds two shells at a time. This weapon is unique.

The Grenades
If you see an M26 Frag Grenade thrown you had better take cover fast. Even if it doesn't kill you it is liable to blow you out a window or break your legs. Of course the one who threw it is just as susceptible to it's effects, and impatient handling of these has led to more than one player blasting himself. You can only carry 2 at a time, so use them wisely. Duck to reduce damage by this sucker by half. Use 'weapon' to increase your throwing range.

The Items

Akin to the runes from CTF these items can be held in addition to your unique weapon, making for some very interesting combinations. You can only carry one item at a time, but can drop your current item by using the 'dropitem' command.

The Kevlar Vest
All shots to your chest do no damage, however, you are still knocked back and can be shot out a window. The grenades, shotgun, knife, and hand cannon can still penetrate the vest however, and a well placed shot from any other weapon will do damage as normal.

The Silencer
The Pistol, MP5, and Rifle all become 'silenced'. They give no muzzle flash and make only the tiniest noise. This and the sniper rifle makes for a very dangerous foe. Takes a few moments to put on a weapon.

The Laser Sight
Projects a beam of light from the tip of your gun. This not only increases you ability to aim the weapon; it also increases the accuracy o the weapon. Don't let the guy with the MP5 get this item. This also takes a few moments to install.

The Stealth Slippers
These finely crafted silken slippers will muffle your footsteps, making you silent as a cat. Long falls and other activities still make noise.

The Bandolier
This item allows you to increase your max clips per weapon.

Teamplay

To enable teamplay, from the console type, set teamplay 1

FAQ

Q: When I jump off the building I keep dying, what gives?
A: Fall damage has been increased greatly in Action Quake2. Really, how impressed would you be if you shot that guy out the window, only to watch him scamper off?

Q: I'm losing life and it won't stop! What gives?
A: You are bleeding, bandage up by typing 'bandage' at the console. I suggest binding a key to do this for you.

Q: I died in one hit from that guy! What gives?
A: He's not cheating, he probably shot you in the head. Try and do it back to him. There, feel better?

Q: I'm having trouble moving! What gives?
A: You are limping, bandage up.

Q: Where do I get more health? I'm at 3 life!
A: You don't. Don't worry about it though, you are still as lethal at 3 life as you are at 100.

Action Quake 2 Credits

Author : Sam 'Cail' Thompson                 Email : mhoram@world-net.net
Author : Patrick 'Bartender' Mills            Email : pncmills@txdirect.net
Author : Nathan 'Pietro' Kovner              Email : He's in Germany and doesn't want you peeps ruining his fun.
Author : Jon 'Vain' Delee                          Email : gille@world-net.net
Author : Evan 'Ace12GA' Prentice       Email : ace12ga@telefragged.com
Author : Minh "Gooseman" Le             Email : gooseman@telefragged.com
Author : Dallas 'Suislide' Frank               Email : elysium@fuse.net

Additional Credits:
Well, too many people to thank them all, really, but I would like to thank Snigglet for our status bar icons, Nirrad for a load of web graphics, Abraxis for the grenade model, DogFaceGremlin (Pietro's little brother) for the Sabatoge skin, Cold Fusion and Cable for the slipper and box-o-shells models/skins, and shiro for our channel on EFNet (#action) and for the Mr. T skin. Also thanks to our beta testers, and to Dr Caliban for setting up a test server.
Those folks at QDevels were essential to the building of the mod, thanks.
And of course the guys at id.
Of course I'm forgetting people, especially people who contributed skins. :P If I left you out write me and give me crap about it, but -only- if you are the one who did the original work and  we included it in the client pak.