Wyv would like to thank Nereid for being retarded and pushing him to do work. Thx Gina.
He would also like to thank RATM for being cool.
Credits
Team:
PainBerry: Lead Game Coder, HUD GFX, Sound, Design, weapon model modification, Manual content. Fear: Co-Game Coder. Zephro: Mapping, Sound. Wyvern: Sound, Webmaster. _UrEaL_: GUI Programmer. Varli3: WebDesign/Master, Manual Design, Sexual Advisor to the Ewoks Pagan: Item Models. (Shame about the Trinity model though). Pixel Ghost: GUI Flash intro. BluffTrash: Original Site Design. Father D.Ing: Site Maintainance.
Thanks to:
The A Team: For weapons models. The Navy Fortress Team: For weapons models I WOULD have used if I had a net connection. Mr_Grim: For inspirational pep talks (and modified action weapons). Section_: For inspiration for super speed code. Spine Design (Dante et al): For Third Person Perspective code (and MOTW review) QDevels: For the perfect 1st time modder launchpad. Lowtax: For getting me MOTW first time round without even playing the damn mod :D Pappy-R (and Clan RollingThunder): For exceptional help with Leper Quake (which was integrated into matrix) Hellchick: For getting me MOTW second time round without even playing the damn mod :Þ Essobie: For thought provoking editorials along the way. LeeMon: For proving that PlanetQuake really is pimpmeselfcentral.com ;) MQ2 BBS Regulars: For making me feel generally superior ;) Some guy who e-mailed me: For wanting to "have your babies if I was a girl". Kinky. Bezzy: For being amazing and cool and wow you're cool!!!!!! Crytek Studios: For employing me off the back of this mod. Thanks a FUCKING LOT. (www.crytek.com) Fags: Neo Genesis: For promising weapons models and giving me shit. ©yberBlob: For promising a "rocking" map, then disturbingly asking how to bind keys \:|. No map. JeffK: STOP STELING MY IDEASSS FAG!! LadyICE: For haxoring the PQ chat room into some sort of facist closet commy hide out >:( CrossFire: For insisting this mod become another action clone.
Server Variables: Matrix Quake's versatile structure means that many aspects of the game can be changed. These are all configurable via the GUI, but here is the cvar list and client commands for the l33t h4xors out there. Client Commands: Thirdperson //toggles thirdperson perspective off and on. hud //toggle hud on and off
+attack2//secondary fire. you can also use +boot for this command - no difference.
up_stamina //upgrade stamina up_health //upgrade health up_damage //upgrade damage posses//cast teleposses (only available if enabled). change//cast teleposses (only available if enabled). up_speed//buy speed boost speed //buy speed boost stopbullets//buy bulletstopping irvision//buy infra red vision cloak//buy semi-transparency. matrixjump//buy matrix jump (leap-tall-buildings jump)
autobuy//let the computer pick you a powerup (recommended)
john woo//screen tilts on walls and jumps to the side. not recommended. screentilt//screen tilts on walls and jumps to the side. not recommended. tiltscreen//screen tilts on walls and jumps to the side. Not recommended.
Weapons: use fists of fury use gung ho knives use mk 23 pistol use desert eagle pistol use mp5 machine gun use m4 assault rifle use pump action shotgun use Surface to Surface Missile Rack use semi mobile chaingun use sniper rifle
//damage done by weapons damage_deserts damage_mk23 damage_mp5 damage_m4 damage_pumps damage_smc damage_sniper damage_knife damage_fist
//damage radius/radius damage (where applicable) damageradius_rack damageradius_grenade radiusdamage_rack radiusdamage_grenade
//ammo used by 1 shot from a weapon ammo_deserts ammo_mk23 ammo_mp5 ammo_m4 ammo_pumps ammo_smc ammo_sniper ammo_knife ammo_grenade ammo_rack
//integrated kungfu damage damage_jab damage_hook damage_uppercut damage_hoverkick damage_spinkick
//integrated kungfu "reload" times (in tenths of a second) reload_jab reload_hook reload_uppercut reload_hoverkick reload_spinkick
Server Variables:
//frag streak/combo messages combomessage//1 or 0 for on or off (can get annoying if you're uber mega l33t) associated wav file: sound\frags\combo.wav
killstreakmessage// 1 or 0 for on or off (can get annoying in single player) streakmessage2//default "Kill streak" associated wav file: sound\frags\killstreak2.wav streakmessage3//default "Ooooohhh Yeah" associated wav file: sound\frags\killstreak3.wav streakmessage4//default yoda: "HmmmMMMmm" associated wav file: sound\frags\killstreak4.wav streakmessage5//default Lard: "Mustn't grrrrumble" associated wav file: sound\frags\killstreak5.wav streakmessage6 //default "M-M-M-Monster Frag" associated wav file: sound\frags\killstreak6.wav
//Game stuff
faglimit//do you want copious amounts of neos, morpheuses and trinitys on your server? set it to 1. leper//1 or 0 to turn on/off limbs (you can replace the torso models with the regular player models if you don't like the leper stuff possesban//some people feel the teleposses spell is unfair. use 1/0 to turn it on/off. sv_maxleve//maximum amount of upgrades allowed (I would not recommend more that 5 or 6) weaponrespawntime//in seconds weaponban//stops weapons spawning, fag. all out fisty cuffs (apart from knives and mk23s) laseroff//sniper lasersight on/off (lag) streakoff//bullet streaks on/off (lag) shellsoff//casing ejection on/off (lag)
//team stuff. This is fear's code, so I have no idea if it actually w3rks :)
teamplay//duh (1/0) redteamskin redteamname blueteamskin blueteamname matchtimelimit teamfraglimit matchmode // I literally have "no idea"
//"realism" (sucks)
action//1/0. should you hop around if you lose a leg? (realistic damage - but it sucks) hop // how high you hop if you only have 1 leg. (action must be set to 1)
Heads Up Display: The HUD (Heads Up Display) is constantly relaying information to you about the condition of your player, so it's kinda useful to know what the fuck it's on about.
Health: At the very bottom left of the screen your health points are shown. The green cross beside the number fills and empties with green fluid depending on your current health.
Mana: Directly above health is mana. This is always counting up (until it reaches its maximum) again the fluid inside the M reflects the mana in store.
Ammo: If your current weapons uses ammo this displays the amount of ammo remaining for you. Remember that ammo is generic - the rocket launcher uses the same stuff as the machine-guns - so once this number reaches zero, it's close-combat or nothing.
Displayed in the top right hand corner of your screen is your upgrades list. From top to bottom, these are the damage upgrade level, stamina level and health level. You know what these do already.
If you are using an akimbo weapon, then a small dot will be visible either to the left or right of your crosshair. The position of this dot reflects which gun is going to fire next. Useful for firing down off ledges or for accuracy at range.
Finally, in the bottom centre of your screen, slightly to the left, are displayed graphical descriptions of all the items available in Matrix Quake 2. Use "]" and "[" . Press enter to select the currently displayed item. Why you'd want to use this is beyond us, when you could just press a key. Perhaps you're a freaky masochist or something. Mind you, the film did feature disturbing amounts of leather. Anyway. To drag this back to the point...
Are you trying to say I can dodge Bullets
Upgrade
Health:
Makes your maximum health 50 points higher per upgrade level, and sets
your health to this maximum value - very useful if you're about to die. Also
available in Green Disk form (somewhere on the level - replaces MegaHealth).
When picked up in this form your health is not set to max.
Upgrade
Stamina:
Makes your maximum stamina 50 points higher per upgrade level. Also available
in Red Disk form (somewhere on the level - replaces Adrenaline and rebreather).
1 of these is required to perform teleposses.
Upgrade
Damage (booyah!):
Adds 50% damage per level to any damage you do. You can find it in Blue
Disk form as well - (replaces Quad)
Cloak:
Makes you a semi transparent ghost - difficult for players to spot (if
in a dark area) and monsters will ignore you until you attack them. You arms
and legs are EXTREMELY translucent (if you look hard you can see them). Lasts
60 seconds.
Speed:
A 15-second speed boost to get you out of or into sticky situations. Only
available to people using knives or fists (it rules too much if you can use
weapons too). You'll go so fast that you leave speed waves behind you. This
may feel jerking on a laggy connection - not something I can readily help.
Bullet
Stopping:
Stop rockets, grenades and bullets in their tracks for 30 seconds. Again
because of balance, this is only available to fist or knife users. This is,
after all, basically invincibility, so watch out for kungfu.
IR
Vision:
All items and enemies glow red for 60 seconds. Especially useful for sniping
or when an EMP Blast goes off... EMP Blast All the lights on the level are
blasted out, and fizz and cackle for 30 seconds. IR Vision help here, as navigation
is difficult.
Teleposses:
Often thought of as cheap, so this may be turned off in some servers.
Upon selecting this command, the person with the most upgrades is targeted,
and you switch bodies with them. You get their ammo, their level ups, their
weapons, and their position on the level, whether that be above a vat of slime
or precariously close to a crushing spinning drum.
MatrixJump:
The only power you'll NEED to bind. Point in the general direction you
want to go, then cast this and you'll fly through the air. "Wheee!!!".
I mean "WHOA".
Flight:
Sorry, buddies...this was taken out of v1.0, as you can MatrixJump almost
anywhere where you could use fly. The only thing I miss about it is an easy
way to escape acid/lava.
Autobuy: This feature aims to remove the complication of binding a separate key for each spell. Binding something to 'autobuy' will allow the computer to pick a spell it thinks useful under the circumstances, which it will then buy for you. The autobuy feature uses highly experimental advanced neural-network neuron/synapse simulations to mimic the complex actions of the human brain*, but the system has a few bugs in it, and the computer might occasionally make kooky choices. Live with it - it's only a computer. But by and large, the system works well - if you are low on health, you will receive a health upgrade. If it's dark, you get night-vision. It's much quicker than...
Buying Spells Manually: If you really feel like it, you can buy your spells manually. Press tab to bring up a menu, and select "buy spell," "buy upgrade" or "autobuy" by using the square brackets and enter. Do the same to select the spell you want to use. This is much more cumbersome than the autobuy feature, and only really useful if there's one spell that you really, REALLY want right the hell now. Choosing "autobuy" in this way makes a mockery of the whole idea.
Spells/Upgrades:
One of the major features of Matrix Quake 2 is being able to cast spells and "buy" upgrades. All spells and upgrades require mana. Mana continually increases and is depicted by the green M above the Health in the bottom left hand corner. There are 3 types of upgrade and 7 spells.
Most spells are time limited and all cost mana. Here are the costs. It is worth noting that only two spells can be active at any one time. Also, after your spells have worn off (except for Matrix Jump) there is a wait of a few seconds before you can buy more. This is to stop people spamming all the spells going.
Integrated KungFu
Of all the features in Matrix Quake 2, this is probably the most important factor in deciding a close battle. Kungfu can be far more useful than weapons. In most other games, kungfu is used by switching away from your weapons to a fist "weapon". This makes fist fighting rather useless, and so this mode is generally only viable for developers in single player games - the fist weapon is treated as a punishment for running out of ammo, and is generally only used for a laugh or when you have no ammo.
Integrated Kungfu is different. Inspired by an unofficial version of Action Quake 2 which added a "offhand punch" - a close range attack that could be used with any other weapon selected at the time. This was perfect for taking out enemies camping in corners. In conjunction with the automatic fly kick, this made kungfu great fun, but still not a viable option against Action's 1 hit kill weapons and "realistic" damage.
Integrated KungFu, put simply is a range of offhand attacks which require no extra key bindings. You can get close to a player, shimmy your controls, and pull off combos - especially useful since you don't have to be using the fist weapon to do Int-KF - it's always available to you. Here is a list of the moves and how to do them.
I'M GONNA LEARN JU JITSU?
Jab: The weakest and most rapid attack possible. Tap strafe left or strafe right to do it. Tap the two alternately for best affect.
Hook: Quite powerful and quite quick to reload - this attack is best used when you KNOW an enemy is weak - not much use in combos. Simply tap forward while facing an enemy.
Uppercut Stupidly powerful,this punch will take off the majority of an enemy's health. Releasing the duck key will loose this move. Hover Kick A damaging, rapid attack which can only be performed in midair. Very VERY useful in combination with other moves. To perform, tap jump in mid air. A little tricky to get timing right.
Spin Kick A powerful combo finisher, and easy to pull off. Get in range of an opponent, then swing your view around fast (push the mouse fast left or right). The closest enemy to you (within range) will take considerable damage.
Blocking While using fists: You can block kungfu attacks and only take a 1/4 damage from them if you walk backwards (not strafing) or stand still and do not attack. Instead of blood flying off your body from a connected punch, sparks will erupt to signify a successful block.
Combos: These deserve a special mention. While finishing off weakened enemies with kungfu is arguably the best way to gain a kill, kungfu is extremely close on its own. Every time you perform a combo, a helpful message will popup on screen to tell you how many hits you did, and how much damage they caused.
Here are some common (and useful) combos: Head Screw: Hoverkick, SpinKick, both in air. 100 damage. Triple Kick: Hoverkick, Hoverkick, Hoverkick. : 120 damage. Triple Kick Finisher: Hoverkick, Hoverkick, Spinkick. 140 damage. Mortality: Jab, Jab, Uppercut. 100 damage. Fish Punch: Jab x 4, (jump) HoverKick, HoverKick, Spinkick (land on ground). 220 damage. Zephro Special (Jabba the Slut): Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab, Jab. 97 hits. 970 damage. (NB - this is only possible on a Tank Commander - nothing else is hard enough, apart from the bosses, I suppose.)
Weapons This section will familiarize you with the weapons available in matrix quake 2 and how to use them in the correct fashion. All weapons models are courtesy of the Action quake team and the Dirty quake team. Most weapons have a secondary fire. You should bind a key to secondary fire. Do this by typing: bind +attack2 in the console.
All weapons use ammo. Some weapons use more ammo than others. There is only 1 ammo type (boy did we get flak over that :). This means that kungfu is used more, and the player is forced to move on and not "camp" (remain in one palce for long periods of time). Trust me, it works fine. For weapons with akimbo settings (2 guns at one time) you can switch between two and one gun by pressing the weapons button twice (set up weapons controls in the GUI or edit a .cfg file). Quite frankly, there is no reason to use single fire as a secondary fire mode is not available.
The weapons at your disposal Fist of Fury: named after the Bruce Lee film of the same name, this punch is bound to knock back enemies and is useful as a combo finisher (see Integrated KungFu). Holding primary fire primes your fist for an immensely powerful punch. You do not have to let go of the fire button at any time, as the computer will detect any enemies in your way, and your fist will be loosed into the face of your opponent. Secondary fire allows you to constantly be punching with a fifth damage of the primary fire. This is very useful against cornered opponents.
Gung Ho Knives: Similar to fists in primary fire, these knives can be used to slash opponent or can be thrown (sound familiar AQ2 fans? :). To slash, hold primary fire and run into an enemy, or simple press and depress primary fire. To throw a knife, press secondary fire. This uses 20 ammo and does 50 damage. Thrown knives have an unfeasibly fast reload time.
Grenades: These are probably the most useful grenades in gaming history. Simply hold down primary fire, and you'll instantly charge up a throw, signified by your view becoming more and more like a fisheye lens. The more zoomed out your view is, the faster you will throw the grenade. Maximum velocity is far more than than a rocket's velocity and rivals a bullet's!! The timer is set to one second after being thrown and will explode on collision. Secondary fire looses a grenade with minimum velocity - useful to catch out pursuers. At last, useful grenades!
Mk 23 pistols: These are your starting weapons and are by no means useless. Primary fire fires off a shot, and secondary (in akimbo mode) fires off 2 shots at a time. About 4 hits will kill another player, but we would advise you hit with 3 bullets and finish off an opponent with a hand to hand attack (see integrated kungfu)
Desert Eagles: A more powerful but slower firing pistol and has a similar primary/secondary fire system to the Mk 23's. 3 hits will down an opponent but it's firing rate is 3.33 shots/sec compared to the mk23's 5 shots/sec. Again, try to finish off with kungfu.
MP5 Machine Gun: The third "hitscan" (bullet) type weapon is also balanced well against the other 2 pistols. You'll require 10 shots to down an opponent, but you fire around ten shots a second. Again, the primary/secondary modes are similar to the other pistols.
M4 Carbine Assault Rifle: The big daddy. This fire shoots at the same rate as the mp5, but CHEWS through ammo. A target will only need 7 bullets to down, but this immense power is offset by the guns recoil - the knockback is so great that you will be physically pushed backwards. This can be used to you advantage though - imagine sailing over enemies below, hovering as a result of the recoil.
Semi mobile Chaingun: Ok, so it's TOTALLY mobile. To quote the quake 2 manual: "This thing eats bullets like popcorn" - only MORE SO. 200 ammunition can be depleted within about 3 seconds, but the damage is incredibly devastating. It's called Semi-Mobile because you'll use up it's ammo so fast that you won't have moved anywhere. Primary fire shoots the regular quake 2 chaingun complement. Secondary fire fires off a wider spread short burst of bullets. Holding primary fire and secondary fire sends the into mental mode - you'll fire off 60 bullets a second in this mode. Needless to say, this weapon uses the least ammo per shot.
Akimbo Pump Action Shotguns: I could be wrong but this may be a first in the history of the world. Using your incredible skills you wield 2 pump action shotguns and are able to reload them at incredible rates (using only 1 hand!). Why are the animations so shit? well, I did them if you must know. Primary fire fires off a single shot, secondary fires both at once. These also eat quite a lot of ammo - 20 per shot. You'll likely need 2 shots to take out an enemy (either primary sequentially or secondary in the face).
Surface to Surface Missile Rack: Remember Commando? Just read the instructions and start packing explosives into people's cracks with these babies. The rockets are probably not as powerful as you expect (in order to maintain balance) but you can fire off your whole ammo supply in 1 shot. 200 ammo or more and you'll fire the maximum 4 rockets at a time. 150 = 3, 100 = 2, 50 = 1. Get above 150 ammo and watch those pretty swirling rockets fly. Aaahhhh. Because you'll want to use these a lot, when pressing fire after firing off all you ammo, you won't change weapons, so you can quickly pick up some more ammo and reuse the rockets. "It's a feature".
Sniper Rifle: Everyone has their own way of doing sniper rifles. I'd like to think ours is the best. The sniper rifle fires off an insanely powerful shot which will kill other players instantly (unless the have armor or health upgrades). Holding down primary fire emits a green laser. This helps you aim up on people, but also means you won't be able to camp in a corner (the laser will be too obvious). The computer automatically picks a target monster/player which you can see from your current position, and zooms to the correct distance. The computer will always strive to keep the target player in your view. For instance, the target is in your sights, ready to drop dead when you lift your finger. He moves! And you're still zoomed in! This would be a big problem in most other games with a sniper rifle, but this game's sight simply zooms out until the enemy is back in your view. Secondary fire fires a shot from the hip - equally devastating but requiring no zooming. It's like having the railgun back in your hands. The Ammo use is high for this gun - 40 a shot, and reloading takes just over a second.
It is possible to change the ammo use and damage off all the weapons in matrix quake by using the GUI, but for the settings to take affect, you must be the host of a multiplayer/single player game.
Movement Controls -----------------
To play Matrix Quake 2 well, you will need to know the extra functions provided by the Modification. The basic controls (left, right, jump, duck etc.) can be set up in Quake 2's options. Additional controls can be set up from the GUI (Graphical user interface - matrix.exe). The only extra movement command you will need is "matrixjump". You can bind this to a key with the GUI or by typing bindmatrixjump in the console. It is recommended that you use the mouse with freelook on (mouse controlling head movement) and keyboard in conjunction for this mod. These are tricky controls to master, but they are well worth the effort. Most of the controls are the same as normal quake 2, but using the controls in special combinations causes different effects. Face along a wall and you will stand on it. Hold jump next to a wall and you will begin to run up the wall. Releasing jump lets you drop to the floor. Pressing backwards while on the wall makes you backflip off the wall. Holding crouch while falling a great distance makes you roll and take no falling damage. Jumping backwards or to the side will make you do a midair flip automatically. Tapping the jump button in mid air will give you a small amount of upward velocity.
To see all these effects, you can change to third person perspective. To dothis, type "thirdperson" in the console.
Story: Once upon a time there was a brother and sister called Hanse and Gretel. One day they decided they wanted to walk into the Black Forest to find the hidden cache of IRA guns. Instead, they stumbled onto Jurassic Park, and had to stop the Nazis from stealing the Ark of the Covenant. After reprogramming a killer robot to help them defeat a nightmarish alien that implants embryos in human chests, they manage to save many thousands of Jews from Hitler's persecution. Then they spin the Earth backwards to bring Lois Lane back to life, and it's like they never went into the forest at all, and it's all very confusing and badly done with special effects that put Classic Trek to shame. He's dead, Jim. by Zephro. Aren't I the best?...But seriously. You're a prisoner at the last human outpost, let's call it.. "Pieon". Life sucks for you, and like a review of a bad film, you don't care about any of the characters in the place. Anyway, you've got this this magnetic watch or something and when the guard's not looking you use a tape recorder to playback a tone into the keypad lock and it only fuckin opens!!! l33t haxor!! you use mofos? So you're sneaking down the alley, and this woman with the biggest breasts (plus in leather) begs you to let her out of jail. You're fucking horny, so you do it. It turns out that she's the leader of a rebel faction who want to "REINSERT" themselves. She starts letting all her buddies out of the cells. And she starts groping you. HAH you WISH! You all regroup at the Pieon Docks, and you nick a hover craft, and hover somewhere and speak to the evil robots and they're all like "give me the access codes to Pieon" and you're like "only if we get 'REINSERTED'" which makes you all horny, and they say, ok, but there can be only one. So everyone's all like "oh no!" coz you can't decide who goes back. So you suggest REINSERTION with the bird with the big tits right there and then, and they say nah, it's not the best way to pick. The some dork says to have a fight to the death in cyber space, but he's a windows llama so you all decide to play quake 2 but with different weapons. And everyone's cool with this coz they're all like "I hate this world. I'd rather die than go back" and they don't have GL cards so Q3A and UT are out of the picture. Fuckin gh3y, so the "INSERT" themselves into quake 2 with the different weapons and that's where YOU come IN! Who will be the one? Only you can decide! Play now to find out! by Bees Seesly, I'm the best.
Follow these steps to Install Matrix Quake 2 Properly.
1. Make sure you have a working copy of Quake 2 installed on your
system. Also make sure you have the latest patch
(v3.20 - available from www.fileplanet.com)
2. Unzip the content of the Matrix zip file into a directory within
the quake 2 directory called "matrix" i.e. C:\Games\Quake2\Matrix
Make the new directory if necessary. Check that "Use folders" is
checked in the extract options.
3. To run the game either: a. Use the Matrix Graphical User
Interface (matrix.exe) or b. start Quake 2, go to the
console (press the tilde key, above Tab and below Esc) and type
"game matrix" then load a map, or c. click start->run and fill
in
the textbox to look something like this:
c:\Games\quake2\quake2.exe +set game matrix
4. It is highly recommended that you use a 3D accelerator card to
play the game. In software mode, some of the effects look
different to GL mode. Of course, if you don't have a 3-d card by
now, you probably don't have an Internet connection. Or running
water.
Welcome to the Matrix Quake 2 Manual. Note: Most of this manual assumes you know how to play Quake II. If you do not, READ THE ONE THAT CAME WITH THE GAME
Varli3:Tx, Xplosif for sitting thru the excruciating process commonly known as building webpages, and anyone else who listens to me If anyone is wondering, this manual was made in 1 night, so its not very graphicy =( (Varli3 would like to know why wyv is talking in thirdperson j/k =)) Wed, March 1, 2000 2:25 AM
Name: |
Cost: |
Up_Health |
150 |
Up_Damage |
150 |
Up_Stamina |
150 |
Cloak |
100 |
Speed |
100 |
Stopbullets |
100 |
IRVision |
100 |
MatrixJump |
50 |
EmpBlast |
200 |
TelePosses |
250 |
GunSights: A little bit about the gunsights, when using akimbo guns, these green sights appear. The lit up blob indicates which gun will fire next. Useful for setting up long shots.
Click the applicable link to jump to whatcha wanna know: Installation Story Movement Weapons Gun Sights Intergrated KungFu Spells/Upgrades Eh, I can dodge bullets? HUD, Heads up display Server Variables Credits