JailBreak 2.0
For updated versions and additional information please see, http://www.planetquake.com/modcentral/mcq2modguides.htm


Contents

Overview
New Screen Elements
Additional Controls
Scoring
Clan Competition Mode
For map makers
For Server Ops
Server Config Commands
Credits
Jailbreak GOLD Overview


Overview

Jailbreak is a deathmatch mod in the tradition of CTF. There are two teams, red and blue. Each team has a base, and in his base is a Jail. When you kill an enemy, he goes to your Jail. Likewise, when you are killed you will go to their Jail. Once you have team mates in Jail, you can free them by penetrating the enemy's base and hitting the switch to open the Jail doors.

Other things of note: When your entire team is in Jail, you are all automatically EXECUTED and each member of the other team's score increases by the number of players on your team. You will then be spawned out of Jail. Getting Executed is bad, so try not to let it happen by freeing your teammates. Fraglimit is measured against your TEAM score, not individual score. Note that you also receive points (frags) for freeing people from jail.

New Screen Elements

Your team picture is included in the upper left hand corner. Look at this if you are unsure what team you are on. Next to it, on the right, will be your team's current score. If someone on your team is in Jail, then bars will appear over the top of your team picture. This means you should go rescue them.

The other team's picture and score is displayed as well. Your team/score will always be displayed in the upper left, and the opponent's on the right. The number of people in jail is also displayed for each team. This number appears on the outside of icon (the side facing the edge of the screen).

Additional Controls

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: Binding "J" key to Jump (if typed into the console) would be:   bind j "+moveup"
                   Binding "Space Bar" to Jump (if typed into the console would be:  bind space "+moveup"


You can use "/cmd changeteam" at the console to change teams if things look a little unfair. However, I recommend that you do not abuse this feature because that just sucks and people will hate you.
Notice! If you try to change teams faster than 5 seconds, you will get gibbed! Your frags are also reset every time you change teams so doing it is just plain dumb. It was designed to help if the teams should somehow get unbalanced, not for you to cheat.

A feature for server operators - The file maps.txt is included and placed in your Quake2 directory. You can add other map names to this file and they will get randomly loaded. The maximum number of map names is somewhere around 16, so try not to go past that. Note that the map name does not include extension or path. Players in the game can get a list of maps by doing "/cmd showmaps". Note that if a map already has an exit, maps.txt will be ignored, and the map defined exit will be used.

To fire the turrets you will need to bind a key to "+use". Spacebar works well. To get off a turret, hit jump. It is easiest to get off if the turret is leveled or pointed slightly up. You can use "cmd ident" to find out who someone is (their name). Just point at them. You will now be transported back to your base as soon as your team successfully executes the other team. This is done to stop one team from camping out in the other team's base and ruining the game. Servers can optionally toggle this off if they so desire. See the server ops section.

Scoring

1 frag for killing someone
1 frag escaping from jail
Each player on your team get as many frags as there are players on the other team for an execution.
10 frags for walking back into either jail
OTHER NOTES: You lose all your frags when you disconnect. If you are using this to try to get out of jail, you are making it impossible for your team to win. This practice is highly looked down upon and practically everyone regards it as lame. This is cheating.

Clan Competition Mode

If a server is running clan competition mode, you will be able to use this. It works much like QWRing did for QuakeWorld. First, you and your buddies set a team name a good choice is a clan abbreviation, 8 char limit. For instance, if I was in clan Evil Incarnate, I would pull down the console, and type team Ei - as would the rest of my clan. The opposing clan does the same. Then each person has to enter a command - ready - in the console. When all players are ready, the match will begin. You can have only two teams, so if 2 teams are formed, but some people did not issue their ready command, they will have to set their team to one of the existing ones, and enter ready.

For map makers

There are a few things to know if you intend to make a map. First are the special spawn spots. Here is a list of special spawns:
1 = red, 2 = blue
info_team1_start // Spots where team1 starts
info_team2_start // spots where team2 starts
info_team1_jail // Places where team1 members appear in jail
info_team2_jail // same for team2

For the jails, I recommend an enclosed area with a door triggerable with a switch. You can use the trigger_speaker to play a sound effect when the button is hit like I have in my map. You will also need to put a trigger_jail entity in front of the jail door. When a player touches this, the flag that says whether he is in jail is set to false (in other words, it takes him out of jail).. So you need that. You will also need to give it the 'nodraw' flag.

Another thing of note: for the switches which free the prisoners, you must set the spawnflags according to which team you are freeing. For example, if a switch is freeing team 1 (red team), then set the spawnflags to 1. Like wise, if you are freeing team 2 (blue) set it to 2. This prevents teams from opening their own bases.
These are the new sounds used in jailbeak:
jail/jailbrk1.wav - "prison break in red base"
jail/jailbrk2.wav - "prison break in blue base"
jail/jailbrk3.wav - easy listening music for the poor souls waiting in jail.
jail/jailbrk4.wav - More easy listening music, composed by Nate Kozloski of Team Reaction

To play a sound, use target_speaker... Go find a tutorial somewhere on using this. It's pretty easy, but there are a bunch of options. Jailbrk3 is played as an ambient sound ("attenuation" "3").

You must put a trigger_jail with spawnflags = 64 inside the jail. This will tell Jailbreak that a person has re-entered the jail. Stick it near the door where people must touch it.

The Rust site can now be found on planetquake! This site is excellent if you need a tutorial of any kind (for editing maps). The address is www.planetquake.com/rust/

Turrets can now be made multiple barreled - all you have to do is add another "info_notnull" as a target. It will shoot from a random turret each time you fire.

For Server Ops

If you are running a jailbreak server, you must put a fraglimit, since this is the point of the whole game. A good fraglimit is 100 (for a 4v4 game). Bigger games deserve higher fraglimits.

Also, be sure to see the above section in 'additional controls' which talks about the maps.txt file. With that you can easy add new maps to your server.

Also, dmflag 4096 was added. Setting this flag will turn OFF teleporting teams back to their own base after an execution. In order to set this flag you will need to take your current dmflag value, whip out your calculator, and add 4096 to it. You can set that at the console.. "DMFLAGS 4096" or whatever. It's not recommended that you do this, but I made an option for this for completeness.

It is also recommended that you run a server with FORCE_RESPAWN, and SPAWNFARTHEST on.

Server Config Commands

Type these at server console, or add to a .cfg file:
sv_floodprot x - Where x is the number of lines allowed to speak before being kicked
sv_vwep 1/0 - Turns on (1) or off (0) vwep support (diaper bug fixed)
sv_release_time x - Where x is number of min. before prisnors get released
sv_forcejoin 1/0 - Turns on(1) or off (0) forcing people join (as opposed to a join menu)
sv_clancomp 1/0 - Turns on(1) or off (0) clan competition mode

Credits

Coding 2.0: Dave 'anarchy' Dynerman (anarchy@planetquake.com)
Original Coding: Dave 'WhiteNoise' Wallin (dwallin@planetquake.com)
Additional Coding: Dave Wallin (White Noise)
Special Thanks: Danny Berlin for all his help and support.  The makers of Loki's Minion's CTF for the awesome player skins (and LM CTF).  Majestyk. Tin.  Ridah for releasing his player controlled Turret code, and for his work in general in the quake community.  DeathPain who did the web page.  Planetquake for all the wonderful services they've provided me and other similar Quake fans with.  TechnoMage for the intro cinematic, and Nate Kozloski for the sounds accompanying it.  David 'Zoid' Kirsch for some CTF textures and DLL code.

Jailbreak GOLD Overview

Overview
In addition to the maps that are included in JailBreak 2.0, we've decided to bring you a new PAK of high quality maps. There are five GOLD maps, named jbgm1-jbgm5 which can easily added to the server map rotation:
jbgm1 - The Real Deathrow by mne[MON]ik
jbgm2 - The Prosecution by mne[MON]ik
jbgm3 - Cruel and Unusual remake by Haakonsen
jbgm4 - Zero Tolerance by Sideshow Bob
jbgm5 - Bloodbaths by Sideshow Bob

GOLD Credits
Guillaume "Haakonsen" Plourde - level designer
Sascha "mne[MON]ik" Otterbein - level designer, sfx engineer, gfx artist
Neil "Sideshow Bob" Hanson - level designer
HalfBaked - beta server admin
Beta testing crew:
gumball, Crass, Mankovic, Sk|D, FatSmoke, Cyclone, PvtPile,
Peelboy, Josh, Hellfire and some others for input
Special thanks to: WhiteNoise, Anarchy, Robert Duffy and all the JB fans