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Below are the 1 most recent journal entries recorded in vergeh's LiveJournal:

    Sunday, January 22nd, 2006
    11:27 pm
    Smod English FAQ
     _______ _______  _____  ______ 
     |______ |  |  | |     | |     \
     ______| |  |  | |_____| |_____/
    
    English Version FAQ
    Version: 35a
    by Vergeh
    --------------------------------------------------------------------------------
         Table of Contents
    --------------------------------------------------------------------------------
    
    I)   About
    II)  Initial Configurations
    III) Original Weapon Revisions
    IV)  Additional Weapons Explained
    V)   Console Commands
    VI)  Special Maps
    VII) Points of Interest
    VIII)Appendix
    IX)  Version History
    X)   Technical Jargon
         
    --------------------------------------------------------------------------------
    I)   About:
    --------------------------------------------------------------------------------
    
    About smod: smod is the most customizeable single and multiplayer coop mod out
    there. It adds a wide array of dimensions to the single player experience:
    	- A wide variety of new weapons and physics toys
    	- Enhanced visual effects
    	- Bullet Time!
    	- More resourceful and well-armed enemies to challenge you
    	- Combine soldiers can be set to use energy-based riot shields
    	- More enemies in more strategic locations
    	- Allied troops on plenty of maps mean you don't have to wait until the
    		last chapter for squad-based combat.
    	- Scalable gore and ragdoll phsyics
    	- New enemies such as the attack drone, tougher combines, and optically
    		camouflaged troops.
    	- Citadel Stalkers now combat-ready
    	
    This FAQ was originally written for smod version 34c
    
    About this FAQ: I used a literal translation of the version 34c FAQ as a 
    template of sorts, and added upon it based on my own experiences delving into
    the technical tweaks of this fabulous mod.
    
    All credit for the command list goes to the smod team and the original FAQ's 
    Author. I'm not trying to hog any glory here, I just know how little you get 
    out of the mod without knowing how to unlock its true potential.
    
    The Original Japanese FAQ can be found bundled with their latest release at the
    team's geocities release page.
    
    
    --------------------------------------------------------------------------------
    II)  Initial Configurations
    --------------------------------------------------------------------------------
    
    a:   Bind your keys
    -------------------------------------------
    	When you first get into this mod, open up the options menu and go to
    configure controls. The first thing you should notice are four unbound keys 
    at the top of the menu. The two big ones you need to worry about are Gordon
    Kick, and Bullet Time. They're surprisingly handy, so keep both of them on
    easily accessible keys. Iron Sights is another important one (as the mod makes
    use of even the original weapons' iron sights), and Drop Primary is there merely
    if you need it.
    
    	Kick is great in a pinch, and is perfect for taking out those pesky
    headcrabs when they get in your way, or knocking a heavy object out of your way 
    (or into the face of an opponent). There's even a 'secret move' of sorts. Tap
    the kick button rapidly for a few seconds (quickly enough that gordon's knee
    stays up in the air) then release it, and a pulse rifle grenade appears hovering
    in midair. Kick it again to send it flying. This move's much easier to do in
    Bullet Time.
    
    	Bullet Time is spectacular. Not only does it make time pass slower and
    bullets dodgeable, but it also produces some truly stunning visual effects. BT
    runs on aux power, so use the 'sv_infinite_aux_power 1' cheat if you feel like
    making things super-easy.
    
    
    b:   Set Performance (*=default)
    -------------------------------------------
    	This mod really pushes the Source engine to the limit. As such, it can 
    run slowly on even high-end machines. There are three settings configs that come
    included with the mod. If you feel ambitious, open up the cfgs and tweak the
    settings as you see fit. The three performance cfgs are as follows:
    
    exec performance_highperf.cfg - Lowest settings for lowest-end PCs. Disables a 
    	lot of the really cool bullet time effects, but you're better off simply
    	lowering the gore level if you're that desperate to up your framerate.
    
    exec performance_recomm.cfg   - Recommended settings. Adds the bullet time
    	effects, and adds more lighting effects. These effects use static 
    	lighting as opposed to rendered dynamic lighting.
    
    *exec performance_highspec.cfg- Highest settings. And I mean HIGH. Ragdolls
    	function as moveable props and don't disappear (they also get in your
    	way a lot. Type 'ragdoll_collision_type 9' if kicking them out of the
    	way gets tiresome.) The aforementioned lighting effects are done
    	dynamically, and the fading out of very far or very small objects is 
    	disabled completely. 
    
    Note: These cfgs have yet to include the new motion blur effects. Type 
    'r_motionblur 1' to enable, and see Console Controls (t) for more details.
    
    c:   Set Gore
    -------------------------------------------
    	Gibs Gibs Gibs...this mod has tons of them. I mean, sticking to the roof
    and dropping down after a few seconds kinda gibs. And lots of blood spray to
    boot. While personal taste may be a factor, the amount of gore in this game can
    seriously bog down a slower machine. The three gore levels are:
    
    exec gore_none.cfg     - As you can well imagine, no blood, no gibbing.
    
    exec gore_hl2.cfg      - Similar to HL2's typical gore settings.
    
    *exec gore_extreme.cfg - Excessive gore. The biggest complaint about this mod
    	was that is was perhaps a bit too gib-happy. Setting npc_gibhealth to 
    	120 or above means corpses take more of a beating before they gib. Also,
    	if you're having performance issues, try setting moregore to 0. Or, if
    	you want even more blood, set moregore to 2.
    
    d:    Set Ragdolls
    -------------------------------------------
    	There's nothing more satisfying than blasting a combine soldier and have
    him fly back through a window, or over a railing. smod has customizeable ragdoll
    physics, and comes with four presets, ranging from realistic to ridiculous:
    
    exec ragdoll_real.cfg   - Real-life body physics. Corpses drop lifelessly to the
    	ground, and bullets barely move them. It's hard to get the bastards out
    	of your way if they die in a doorway, though. They twitch, sometimes.
    
    exec ragdoll_hl2.cfg    - HL2's classic ragdoll physics.
    
    *exec ragdoll_smod.cfg  - Slightly more exaggerated ragdolls. These also twitch.
    
    exec ragdoll_funny.cfg  - One word best describes this setting: "Wheeee!" If 
    	you've ever wanted to hit someone from an upward angle and have him 
    	cartwheel across the map, bowling over other enemies as he does so, this
    	is the setting for you.
    
    e:    Set Difficulty
    -------------------------------------------
    	What good is a myriad of destructive weapons and neat abilities if
    you're fighting the same old wussy combines? Aside from the tweaks the standard
    options will make, there's a variety of special difficulty features that add
    a lot more depth to the game.
    	
    exec level_easy.cfg   - Wimpy. Squad members are nearly invincible and have
    	deadly aim. Combine troops can't hit the broad side of a barn, and use
    	their weapons sparingly.
    
    exec level_hl2.cfg    - All the difficulty features are disabled. Squad members
    	are immune to friendly fire. If you want it harder without any of the 
    	fancy stuff, set the difficulty up in the options menu.
    
    *exec level_smod.cfg  - Odd settings. You can kill your own squad members, and 
    	combine troops may spawn randomly with powerful riot shields that can
    	take a pummeling. Both squad members and enemies have normal aim, but 
    	the combines will use more prolonged bursts of fire. Not necessarily 
    	harder than normal, just...different.
    
    exec level_hard.cfg   - Now we're having fun. Your companions have crappy aim,
    	and will turn on you if you shoot them too much. Enemies are a little
    	less trigger-happy in this one, and have the same anount of accuracy.
    	Riot shields appear with more frequency. Recoil on your guns will throw 
    	off your aim something fierce in this mode, and every so often, you'll 
    	come across red-tinted 'gappoi,' combine and CPs with increased health. 
    	They can take a sniper shot to the head and keep on coming.
    
    Note: Just for fun, I made an 'extreme' difficulty setting. Check out Appendix a
    	if you're looking for a challenge!
    	
    f:   Set DirectX Version
    -------------------------------------------
    	Some of the advanced effects will cause game crashes on lower versions 
    of DirectX, and thus are disabled by default. They rule, so turn them on.
    
    exec screeneffect_off.cfg  - For people running DirectX versions below 8.0, or
    	who want to save on resources.
    
    exec screeneffect_dx80.cfg - For people running DX 8.0. Enables Motion Blur.
    
    exec screeneffect_dx90.cfg - For DirectX 9.0 and above. Enables Motion Blur, 
    	special Bullet Time effects, and Zoom Lens effects.
    
    
    --------------------------------------------------------------------------------
    III) Original Weapon Revisions
    --------------------------------------------------------------------------------
    
    weapon_crowbar		The old staple of the series has a new twist. The 
    			alternate fire allows you to throw the crowbar, dealing
    			a fair bit of damage. The crowbar gives off sparks to 
    			enable you to find out where it landed. Must be picked
    			up, as it will not automatically retrieve itself.
    
    weapon_alyxgun		Alyx's custom handgun, which was coded into the game
    			as a usable weapon and promtly abandoned, has been
    			completed and modeled. Alternate fire changes its fire
    			mode. Holds more rounds than a regular pistol.
    
    
    --------------------------------------------------------------------------------
    Iv)  Additional weapons explained:
    --------------------------------------------------------------------------------
    
    weapon_flaregun		Modeled on the pistol. While it's not very good for 
    			lighting your way, the flares it shoots will set an
    			organic enemy on fire, slowly killing it. Alt-fire
    			shoots a slower flare.
    
    	
    weapon_gauss		Essenitally the buggy's tau cannon in a handheld form.
    			Primary fire shoots a wimpy bolt, secondary charges up
    			a blast. Gauss-jumping from HL1 is back, baby!
    
    
    weapon_weapon_physlauncher	Secondary fire will tag and disintegrate any
    				prop that's not part of the map. Primary fire 
    			launches a copy of that tagged prop at a high velocity, 
    			be it a cinder block, or a car. Also good for clearing
    			away debris. Note that sucking up a huge item will
    			require some tweaking in the console for it to fire
    			properly. For more information, see Console Commands (i)
    					
    weapon_physgun		This grav-gun appeared in the E3 demo and the leaked
    			version of HL2. While it's a lot wimpier than the 
    			regular grav gun in terms of physics power, hitting
    			the use key while lifting something freezes it in
    			place. Good for making bridges, or barricades that can't
    			be shoved aside.
    
    
    weapon_lasergun		This is one hell of a laser. Primary fire shoots a
    			constant beam that ignites zombies and tears through
    			anything and everything. Not even riot shields can
    			stand up to this puppy for more than a few seconds.
    			Alt-fire shoots a red beam that generates an explosion
    			on contact. Can take down a gunship in a short span.
    			This weapon runs off your HEV shield power, which means
    			you have to use it sparingly.
    	
    weapon_bananna		Exploding super banana, reminiscent of the Worms series.
    			Primary fire tosses these bouncy, floating suckers.
    			Alternate fire makes the banana bunch fly apart, and 
    			explode in a cluster-bomb effect. Perfect for clearing
    			out rooms.
    	
    weapon_bugspawner	Generates friendly antlions. They won't attack you or
    			your teammates. Primary fire tosses a regular antlion,
    			while alt-fire tosses one of those beefy boys. Unlike
    			in single player, these things won't be hostile to you
    			either. Spawning is a little punchy, so try to only use
    			them in wide open areas.
    
    weapon_stickybomb	From the leaked edition of HL2. Fires sticky bombs. 
    			Secondary fire detonates. 'nuff said.
    
    weapon_scissor		The scissors from Postal 2 make a cameo here. Primary
    			fire tosses a scissor that will bounce around until it 
    			hits something fleshy. Alt fire tosses a spread of 3.
    	
    weapon_msbomb		Laser tripmines. Unlike in HL1, these are fairly small,
    			and you can lob them onto surfaces from a distance.
    	
    weapon_lstick		A lightning-throwing magic wand. When the lightning
    			hits a surface, it splits into 3 bolts, and those bolts
    			split into 3, and so on. Primary fire lobs them from the
    			wand, while alt fire generates them at the point where
    			the crosshairs are pointed.
    
    weapon_ak47		The kalishnikov uses the same ammo pool as the Pulse 
    			Rifle. Fairly deadly, and fairly accurate.
    
    weapon_kar98		The KAR98 uses magnum ammo, and packs a wallop. Alt fire
    			uses a fairly damaging bayonet with crappy range. It's
    			extremely slow-firing, so make sure you've got cover.
    
    weapon_grease		The Grease Gun uses the same ammo as the SMG. It's
    			slower-fire, slightly more powerful, and most
    			importantly, it has low recoil.
    
    weapon_abgun		A handheld version of the airboat gun. Its ammo pool is
    			rechargeable like the airboat, but it only goes to 50.
    	
    weapon_stcannon		A slow-fire disintegration beam with a surprising blast
    			radius, like the striders use. This puppy is good for
    			killing things that normally can't be killed. Be VERY
    			careful about using it though. It will destroy your
    			vehicles, and if you get caught in the blast, it may
    			disintegrate some of your weapons.
    	
    weapon_svd		The obligatory sniper rifle. Hitting the use key while
    			in the scope mode makes the crosshair glow red, making
    			it easier to target in low-light environments.
    
    weapon_shovel		The Postal 2 shovel. This thing is a beast, and can
    			kill practically anything with secondary fire. A jab
    			to a strider's toe will bring it down. You can also
    			'shovel-jump' by aiming down, hitting primary fire, then
    			jumping.
    
    weapon_psp		One of the few weapons hand-modeled for the mod. Primary
    			fire shoots an exploding UMD. Secondary fire unjams the 
    			PSP if it jams. Damage is based on your health, and 
    			blast radius is detemined by your hev armour.
    
    weapon_soy		A box of roasted soybeans. You toss a handful, and you
    			can eat them afterwards. They're deadly, and fun to use.
    			Behold, the power of soy!
    
    --------------------------------------------------------------------------------
    V)   Console Commands
    --------------------------------------------------------------------------------
    	Commands marked with a *) will retain their values even after quitting.
    
    
    a:   Weapon-related
    -------------------------------------------
    *)infinityammo			Unlimited bullets and no reload.
    
    weapon_ar2_firerate 		Fire rate of the combine assault rifle.
    				Lower is faster.
    
    weapon_smg_firerate 		Fire rate of the SMG.
    
    physcannon_megacannon		Activates the Super Gravity Gun when 
    				set to 1.
    
    weapon_crossbow_fastshoot	Cancels reload animation for the crossbow, thus
    				making it fire much faster.
    
    *)weapon_crossbow_forcesticky	Allows crossbows to stick people to walls, even
    				when force_server_ragdoll is disabled. For more
    				info, see force_server_ragdoll in corpse-related
    				console commands.
    
    weapon_alyxgun_firerate 	Alyx’s gun fire rate when set to full-auto.
    
    maxweapons			Maximum number of weapons you can carry
    				(0=limitless)
    
    *)muzzledynamiclight		When set to 1, muzzle flash lights the area
    				dynamically.
    
    dropprimary			Drops your currently held weapon.
    
    *)weapon_mod			Your weapons have harder recoil, and aiming
    				is less responsive while firing.
    
    sk_plr_dmg_ak47			Damage inflicted by an AK47 shot.
    			
    sk_npc_dmg_ak47			Damage inflicted by an NPC's AK47 shot.
    			
    sk_plr_dmg_grease		Damage inflicted by a greasegun shot.
    		
    sk_plr_dmg_kar98		Damage inflicted by a KAR98 shot.
    		
    sk_plr_dmg_mp5_min		Minimum damage inflicted by an mp5 shot.
    		
    sk_plr_dmg_mp5_max		Maximim damage inflicted by an mp5 shot.
    
    
    	
    
    b:   Item-related
    -------------------------------------------
    
    *)itemcrate_jackintheboxmode	When set to 1, headcrabs appear randomly in item
    				boxes. Can be any of the three kinds, even
    				the nasty poison ones.
    
    
    c:   Vehicle-related
    -------------------------------------------
    airboat_mountgun		When set to 1, the gun is attached to the 
    				airboat when it spawns.	You must set it to 1 
    				before you reach the map where it spawns in; it
    				won't do anything to an airboat that's already
    				on the map.
    
    d:   Antlion-related
    -------------------------------------------
    antlion_maker_enable 		When set to 0, antlions do not appear. Enjoy
    				Nova Prospekt.
    
    e:   Corpse-related
    -------------------------------------------
    *)toclientragdolltime		Smod has a very clever way of handling ragdolls.
    				After x seconds (specified in this variable),
    				the corpse is 'passed off' from the server to
    				the client. Once a ragdoll is client-side, it
    				loses most of its interactivity.
    
    *)force_server_ragdoll		When set to 0, ragdolls are always client-side.
    				For some reason, this makes crossbow pinning
    				wonky, and so disables it entirely. The weapon_
    				crossbow_forcesticky command allows people to do
    				it anyway.
    		(Ed: Server-client commands are one of the few I couldn't really
    		     test.)
    	
    *)ragdoll_rotIntertiaLimit_Max		/ Adjusts the max/min speed 
    *)ragdoll_rotIntertiaLimit_Min		\ of ragdoll joints.
    *)ragdoll_jointFrictionScale_Max	/ Adjusts the max/min friction 
    *)ragdoll_jointFrictionScale_Min	\ of moving ragdoll joints.
    					
    Note: 	For comparison purposes, HL2’s default settings:
    	ragdoll_rotIntertiaLimit_Max & Min are both 0.01
    	ragdoll_jointFrictionScale_Max & Min are both 1.0
    	
    *)serverragdoll_playdeathpose	When set to 1, NPC death animations are	played. 
    				This applies to	the server-side	ragdoll as well.
    				Ragdolls are generally not animated server-side
    				when they don't have to be. This variable, when
    				set to 1, always plays the death poses. 
    		(Ed: I could be wrong about this one, translation was confusing)
    
    *)ragdolltwitch			If set to 1, ragdolls will sometimes twitch 
    				after death, or when shot. Yum.
    	
    *)ragdoll_collision_type	Sets the collision type of the corpses. The 
    				default setting is 9, and corpses are tangible
    				to the player. Sometimes it's not easy to walk
    				over them, either. When set to 11, corpses do 
    				not contact the player at all (but will still
    				move when kicked.) Be careful when playing with 
    				this setting. Strange values may cause game 
    				freezes or crashes.
    
    	
    *)ignore_ragdollmanager		Overrides map defaults for ragdolls. Setting is 
    				server-side only. After ragdolls are transferred
    				to the client, map defaults take over.
    		(Ed: Again, could be mistaken. Not sure, never having hosted
    		     a server.)
    
    	
    f: NPC-related
    -------------------------------------------
    *)npc_gibhealth			Amount of damage a corpse takes before gibbing. 
    				Higher value means corpses are harder to gib.
    
    *)npc_togib			When set to 0, everything is ungibbable.
    
    npc_hate_gordon			When set to 1, all NPCs are hostile.
    
    
    Note: NPC weapon settings take effect on next map load.
    
    *)npc_randomize_weapon		When set to 1, NPCs spawn with random weapons.
    			
    *)npc_randomize_enemies_weapon_min	Lowest-value weapon which enemies spawn 
    					with. Scroll down for list.
    *)npc_randomize_enemies_weapon_max	Highest-value weapon which enemies spawn
    					with.
    					
    	Note: When max & min are equal, all spawn with the same weapon.
    	      These settings only apply to CPs and Combine soldiers.
    	      Combine soldiers (friend and foe) can't use handguns for some odd
    	      reason, keep that in mind when planning your randomizing.
    	
    *)npc_randomize_citizen_weapon_min	Same as above, but for Squad Members.
    *)npc_randomize_citizen_weapon_max
    	
    *)npc_randomize_weapon_0-11		Designates weapons for the above 
    					randomizer.
    						
    	Default values:
    		npc_randomize_weapon_0	weapon_pistol
    		npc_randomize_weapon_1	weapon_smg1
    		npc_randomize_weapon_2	weapon_shotgun
    		npc_randomize_weapon_3	weapon_smg1
    		npc_randomize_weapon_4	weapon_ar2
    		npc_randomize_weapon_5	weapon_lasergun
    		npc_randomize_weapon_6	weapon_ak47
    		npc_randomize_weapon_7	weapon_kar98
    		npc_randomize_weapon_8	weapon_grease
    		npc_randomize_weapon_9	weapon_mp5
    		npc_randomize_weapon_10	weapon_svd
    		npc_randomize_weapon_11	weapon_rpg
    
    	Notes: When max & min are set to -1, all enemies are unarmed.
    	They become neutral unless they do not use standard weapons.
    	When citizen randomizations are set to -1, all spawn unarmed.
    	They become useless as squad members.
    	
    *)extreme_strong_gappoi		When set to 1, special Combines or CPs appear 
    				randomly. These will be red-tinted, and 
    				extremely hard to kill.
    					
    *)npc_ffretaliation		Toggles whether or not an ally will go hostile 
    				when attacked.
    	
    *)moregore			Intensifies gore.
    				1: Blood spurts, splashes and sounds.
    				2: Blood flies around excessively.
    
    *)bloodpool			When set to 1, blood spreads along the 
    				surface of the water.
    
    *)enemies_weaponskill		Adjusts the skill level of the enemies 
    				that use standard guns (Combine & CP)
    					-1	Major inaccuracy
    					 0	Default accuracy
    					 1	Perfect aim
    					
    *)companion_weaponskill		Adjusts the skill level of allies.
    					-1	Major inaccuracy
    					 0	Default accuracy
    					 1	Perfect aim
    	
    *)npc_damagefilter		When set to 0, friendly fire is disabled
    				When set to 1, friendly fire is enabled
    				When set to 2, allies are impervious to all 
    				fire, even from enemies.
    
    *)enemies_triggertime		This determines how long enemies will fire in
    				a burst. HL2 standard is 1, which is a short,
    				controlled burst. Find a setting that works for
    				you.
    
    *)enemies_useshield		Combine and CP use energy-based riot shields.
    				0 or less gives them no shield. 1 or more equips
    				a shield. The higher the number, the lower the
    				frequency of shield-equipped Combines.	
    
    *)enemies_grenadethrowtime	The minimum interval between enemy grenade 
    				tosses. Lower number means more grenades.
    
    *)npc_speedmultiplier		Increases the movement speed of enemies and
    				allies. 
    
    
    *)combine_hasgrenade		Override the default amount of grenades every 
    				combine carries.
    
    (Note: For the following codes, be sure to specify the weapon your NPC spawns 
           with or it will be unarmed. Use the command: npc_create_equipment 
           [weaponname]. If you have random weapons enabled, they will spawn with
           a random weapon)
    
    npc_create npc_f_combine	Creates a rebel combine unit squad member.
    
    npc_create npc_f_kleiner	Creates a Dr. Kleiner squad member.
    
    npc_create npc_f_monk		Creates a Father Grigori squad member.
    
    npc_create npc_f_turret_floor	Creates a friendly tripod turret.
    	
    npc_create npc_combine_ace	Creates a Combine Ace.
    	
    npc_create npc_houndeye		Creates a Houndeye from HL1.
    
    npc_create npc_kscanner		Creates a Killer Scanner. These are essentially
    				highly resilient Scanners armed with lasers.
    	
    npc_create npc_combine_e	Creates a Combine Elite.
    	
    npc_create npc_combine_c	Creates a Combine unit in optic camouflage.
    
    npc_create npc_kheadcrab	Creates a kamikaze headcrab.
    
    npc_create npc_stalker		Creates a Citadel stalker with laser vision.
    
    
    
    g:   Turret settings
    -------------------------------------------
    npc_f_turret_floor_stabilize_angle	Tilt angle at which friendly turret 
    					fails.
    
    npc_turret_floor_firerate	Hostile turret rate of fire.
    
    npc_f_turret_floor_firerate	Friendly turret rate of fire.
    
    
    h:   smod Weapon spawn codes
    -------------------------------------------
    give weapon_flaregun		Flare Gun
    give weapon_gauss		Gauss Rifle
    give weapon_weapon_physlauncher	Stuff Launcher
    give weapon_bananna		Banana Bomb
    give weapon_bugspawner		Bug Spawner
    give weapon_stickybomb		Sticky Bomb
    give weapon_scissor		Scissors
    give weapon_msbomb		Tripmines
    give weapon_ak47		AK47
    give weapon_kar98		KAR98
    give weapon_grease		Grease Gun
    give weapon_stcannon		Strider Cannon
    give weapon_abgun		Airboat Gun
    give weapon_svd			SVD Dragunov
    give weapon_soy			Soybeans
    
    
    i:   Stuff Launcher settings
    -------------------------------------------
    physlaunch_throwforce		Force with which objects are fired.
    
    physlaunch_mass			Overrides the mass of the currently scanned
    				object. Heavier objects will travel more slowly
    				but hit with a bigger punch.
    
    physlaunch_model		Model file of what will be launched. If you know
    				the model name, this can be used to copy an
    				object without using the alt-fire.
    				The default object is a watermelon.
    
    physlaunch_offset		Used to make the fired object spawn in further
    				away from the player. This is necessary when
    				firing huge objects, as some may get stuck in
    				Godron (thus trapping you), or may not spawn at
    				all. This value does not self-adjust.
    
    physlaunch_class		Object class of the item to be launched. Default
    				is prop_physics.
    
    physlaunch_dissolveentity	Toggles whether an object is also disintegrated 
    				when it is copied.
    
    
    j:   E3 Phys Gun settings
    -------------------------------------------
    phys_gunmass			Various physics tweaks for the E3 Phys Gun	
    phys_gunvel			
    phys_gunforce		
    phys_guntorque			
    phys_gunglueradius		
    
    
    k:   Laser settings
    -------------------------------------------
    weapon_lasergun_damage		Adjusts damage inflicted by the laser. Default
    				setting is pretty high.
    
    
    l:   Scissor settings
    -------------------------------------------
    weapon_scissor_damage		Damage inflicted by scissors. Default is 80.
    
    weapon_scissor_maxreflection	Number of times a scissor will bounce before 
    				disappearing. Default is 20.
    
    weapon_scissor_speed		Speed at which scissors travel.
    
    
    m:   SVD Dragunov settings
    -------------------------------------------
    *)weapon_svd_cslike		When set to 1 bullet trajectory is straight. As 
    				in CS, there is no ballistic calculation.
    
    *)weapon_svd_easymode		Eliminates hand jitter when aiming.
    
    *)weapon_svd_handbulr_mult	Changes the amount of hand jitter. Setting this
    				to 0 is not the same as enabling easymode, as
    				aiming is still slightly unresponsive.
    
    
    n:   Shovel settings
    -------------------------------------------
    weapon_shovel_swing_damage	Attack power of shovel’s primary fire.
    
    weapon_shovel_stab_damage	Attack power of shovel’s secondary fire.
    
    weapon_shovel_swing_slashdamage Shovel swings act as slashing damage, and will
    				cut zombies in half if aimed correctly.
    
    weapon_shovel_float_angle	Adjusts how far you have to be aiming downward
    				for the shovel-jump effect to be created.
    
    weapon_shovel_floatpower	Power of the lift generated by shovel.Used for 
    				shovel-jumping.
    
    weapon_shovel_stabpower		The amount of ragdoll ‘knockback’ generated by 
    				the shovel secondary fire.
    
    
    o:   PSP settings
    -------------------------------------------
    weapon_psp_discspeed		UMD projectile speed.
    
    weapon_psp_discdamage		UMD damage.
    
    weapon_psp_discdamageforce	Knockback force from UMD blast.
    
    weapon_psp_discdamageradius	Radius of the UMD’s blast.
    
    weapon_psp_discfixdamage	Locks damage so it no longer varies with
    				current health.
    
    weapon_psp_stuckchance		Percent chance that the UMD will jam.
    
    
    p:   Bullet Time settings
    -------------------------------------------
    bullettimesim			When set to 1, bullet time physics apply
    				without the HEV drain. Good for tests.
    
    Note: Following settings apply only in bullet time.
    
    *)bullettimesim_bulletspeed	Speed of fired NPC bullets.
    
    *)bullettimesim_playerbulletspeed	Speed of fired player bullets.
    
    *)bullettimesim_damagemultiply	Player damage multiplier.
    
    *)bullettimesim_forcemultiply	Ragdoll knockback multiplier. (similar to 
    				phys_pushscale, but applies only when bullet 
    				time is active.)
    
    *)bullettimesim_checkinterval	Interval in seconds for which hit decision is 
    				determined. (?)
    
    *)bullettimesim_playeradjustspread	Adjusts the inherent inaccuracy	of 
    					weapons while in bullet time.
    
    bullettime_timescale		Adjusts how slowly time passes in bullet time.
    
    bullettime_dsptype		Changes the DSP effect that warps sound when 
    				bullet time is active.
    					6	Tunnels
    					15	Underwater
    					30	Low-pass filter
    					55	Speakers
    					59	Small speaker
    		Note: For more info, check the source engine documentation 
    		      under scripts/dsp_presets.txt
    
    bullettime_accelmovespeed	Accelerates player walk speed while in bullet 
    				time. Works like sv_maxspeed, but applies only 
    				when bullet time is active.
    	
    *)bullettimesim_drawtrail	When set to 1, player bullet trajectory is 
    				traced with orange lines.
    
    *)r_drawbullettimeeffects	Changes enemy bullet air distortion effects. 
    					1: Warps bullet trail.
    					2: Creates warping around the bullet.
    					3: Both of the above.
    	
    *)r_grenadeeffect		Generates a warping effect around bullet
    				time explosions.
    					1: Applies only to grenade explosions.
    					2: Applies to all explosions.
    
    
    q:   Kick settings
    -------------------------------------------
    *)kick_unfreezephysics		Unfreezes the physics of a kicked object.
    				Occurs even if object is ‘welded’.
    	
    *)kick_gappoiball		Toggles the kick 'supermove' on and off. See 
    				Initial Configuration (a) for details.
    
    
    r:   Iron Sight settings
    -------------------------------------------
    *)ironsightwalkspeed		Sets the movement speed while using ironsights.
    				Default is 1.0, which means movement is no
    				faster or slower.
    
    Config files are located in the smod/scripts directory.
    It’s a good idea to make a backup of the cfg before you edit it.
    
    Using SMG1 as an example:
    	Open scripts/weapon_smg1.txt and find the following line:
    	
    	IronSight	<- Iron sight is mounted if this line exists.
    	{
    		"right"		"-6.45"	<- Positions the model 
    					   horizontally.
    		"up"		"2.55"	<- Positions vertically.
    		"forward"	"-12"	<- Positions on z-axis.
    		"fov"		"-14"	<- Amount of zoom when aiming.
    	}
    
    	Use this to fine-tune your iron sights to your liking.
    	
    	In additon...
    		
    		"pitch"		"1"	<- X-axis rotation of model
    		"yaw"		"2"	<- Y-axis rotation of model
    		"roll"		"3"	<- Z-axis rotation of model
    	Yaw adjustments will make many models ugly, as the viewmodels
    	for most of the weapons do not have a left face.
    	
    
    If you would like to adjust the model’s configuration outside of
    the iron sight view, use the viewmodel_adjust section.
    
    viewmodel_adjust must be set to 1 for the options below to work.
    Setting viewmodel back to 0 restores the default settings.
    
    	Viewmodel commands:
    		viewmodel_nolag		<- No drift when you turn 
    					   your view sharply.
    		viewmodel_r		<- Horizontal positioning
    		viewmodel_u		<- Vertical positioning
    		viewmodel_f		<- Z-axis positioning
    		viewmodel_p		<- Pitch
    		viewmodel_y		<- Yaw
    		viewmodel_rl		<- Roll
    
    
    s:   Crosshair settings
    -------------------------------------------
    -> Crosshair types:
    
    Sets aiming device, as follows.
    		crosshair = 0	No crosshair
    		crosshair = 1	HL2 Default
    		crosshair = 2	Custom Colour
    
    When set to 2, colour can be adjusted.
    		crosshair_r	Red level (0-255)
    		crosshair_g	Green level (0-255)
    		crosshair_b	Blue level (0-255)
    		crosshair_a	Transparency (255=opaque)
    	
    
    	reticlemaxsize	Max size of the reticle.
    
    
    Note: About the custom cross hair
    (Ed: This section was confusing, and I haven't really played with it that much.
         Text may not be 100% accurate.)
    	
    The custom cross hair settings allow you to make your own crosshair.
    The crosshair data to is set at the time of game starting by the fact that it 
    sets "crosshair_data"
    	
    Below are samples of custom crosshairs.
    	
    CS style cruciform sight
    "L 0 -6 0 -2 0 -5 l -6 0 -2 0 -5 0 l 0 6 0 2 0 5 l 6 0 2 0 5 0 e"
    
    X sight
    "L -4 -4 -1 -1 -2 -2 l 4 -4 1 -1 2 -2 l -4 4 -1 1 -2 2 l 4 4 1 1 2 2 l 0 0 1 1 
     0 0 e"
    	
    How to make the custom cross hair
    			
    It is going to be difficult.
    The center of the screen (and the aiming pinpoint of the crosshair) is 0,0. Plot
    a crosshair using positive and negative XY coordinates. Use integers only (no 
    decimals). Max is 100.
    	
    'l' draws a line
    Six parameters follow afterwards:
    	Start coordinate X 
    	Start coordinate Y 
    	End coordinate X 
    	End coordinate Y 
    	Portable element X 
    	Portable element Y
    In order to do a single point, use a line that is one coordinate wide or tall.
    	
    'c' draws a circle.
    Four parameters follow afterwards:
    	Start coordinate X 
    	Start coordinate Y 
    	Radius 
    	Enlargement element
    	
    'e' indicates the end of the crosshair coordinates.
    
    
    t:   Other settings:
    -------------------------------------------
    *)r_increaseparticles	Increases the amount of particles that occur when a 
    			bullet hits a wall or object. 
    
    *)fire_dynamiclight	Flaming corpses emit light when set to 1.
    
    *)smod_dynamiclight_disable	When set to 1, disables all smod-related
    				dynamic lighting.
    				When set to 2, it illuminates, but not
    				dynamically. (Literal tralsation: 'falsely')
    
    *)autofade_disable	Disables small or far items ‘fading out’ 
    			r_screenfademinsize is a similar command, but this one 
    			disables fadeout completely.
    
    *)disable_loadmapadd	When set to 1, disables map remodelling on restore (?) 
    			Usually works, unless there is an invalid setting (?). 
    			May cause the game to freeze.
    			(Ed: Couldn’t make much sense of this command.)
    
    *)r_motionblur		Enables motion blur in certain circumstances.
    			Currently occurs for:
    				-Shocks of explosions
    				-Fast vehicle speeds
    				-When large vibrations occur
    
    *)r_motionblur_max	Max amount of motion blur that will occur.
    			Low setting will cause negligible blurring.
    
    *)r_btscreffect		Generates a 'haze' around player's view in bullet time.
    	
    *)r_zoomlenseffect	Snazzy lens effects when using the zoom key.
    
    *)autosave_disable	Disables autosaving completely. It can increase load
    			times very slightly.
    
    playcoopmap		Enables coop map play. Set to 1 before loading.
    
    
    
    u:   Player-related
    -------------------------------------------
    *)hl2_playerdeathcam	When set to 1, player's point of view 'collapses' upon
    			death. There are a few glitches involved presently.
    			When dying in an enclosed space, the view will penetrate
    			objects. Sometimes, then the view collapses onto a
    			prop, entity, or piece of the level, the game may crash.
    			Use this option at your own risk.
    
    
    V:   NPC Configurations:
    -------------------------------------------
    These are some smod-exclusive entity modifications. Currently, you can only
    use these when adding entities by hand during worldbuilding.
    Hopefully, we'll see some custom smod levels out there.
    
    All:
    	runspeedmod	Multiplies the movement speed of the designated NPC.
    
    	fastdie		When set to 1, the corpses of this NPC do not remain.
    
    Scanners:
    	scannertype	Default is 0. When set to 1, regular scanners are 
    			replaced by 'sealed' scanners.
    			(I have no idea what they mean by sealed. If anyone
    			 wants to try this out and see what changes, let
    			 me know.)
    
    Zombies:
    	headcrabless	When set to 1, regular and fast zombies appear without
    			their headcrabs.
    
    
    --------------------------------------------------------------------------------
    VI)  Special Maps
    --------------------------------------------------------------------------------
    
    
    dm_lockdown
    -------------------------------------------
    Objective: 	Escape with the doctor and the watermelon.
    		Mission fails if the doctor dies, or the melon breaks.
    Procedure:	1. Guide the doctor to the computer room.
    		2. The doctor goes to the keyboard.
    		3. Watermelon is pulled out of the computer.
    		4. While protecting the doctor, carry the melon 
    		   to the exit.
    
    
    obj_kinyoenta_b7
    -------------------------------------------
    Objective: 	Reclaim the captured resistance base.
    
    Procedure: 	Follow the ingame objectives.
    
    
    dm_underpass
    -------------------------------------------
    Objective: 	Kill all enemies (other than manhacks)
    
    
    tdm_rms_titanic_[1912]
    -------------------------------------------
    Objective: 	Kill all enemies (other than manhacks)
    
    
    --------------------------------------------------------------------------------
    VII) Points of Interest
    --------------------------------------------------------------------------------
    These are interesting little features that they never really explored in the 
    original readme.
    
    a:   Mapadd
    -------------------------------------------
    There are a series of .txt files located in a folder called 'mapadd' in the
    smod directory. These scripts are what give the original maps that added spice
    you've noticed while playing this mod. They're fun to play around with, but be
    careful when fiddling with entities that have a set origin. Weapon settings
    will be overridden by randomized weapons.
    
    b:   Edible Gibs
    -------------------------------------------
    Walk up to a small gib and press the use key. You can break up bigger gibs with 
    the crowbar. (Thanks to Mr. Goodbar for letting me know how)
    
    
    --------------------------------------------------------------------------------
    VIII)Appendix
    --------------------------------------------------------------------------------
    
    a:   Extreme Difficulty cfg
    -------------------------------------------
    Create a config file with these settings, or input them manually:
    
    	npc_damagefilter 0
    	npc_ffretaliation 1
    	companion_weaponskill -1
    	enemies_triggertime 3
    	enemies_useshield 1
    	enemies_weaponskill 1
    	extreme_strong_gappoi 1
    	enemies_grenadethrowtime 0.5
    	weapon_mod 1
    	itemcrate_jackintheboxmode 1
    	npc_randomize_weapon 1
    	npc_randomize_enemies_weapon_min 2
    	npc_randomize_enemies_weapon_max 11
    	npc_randomize_citizen_weapon_min 0
    	npc_randomize_citizen_weapon_max 2
    
    Note: For some reason, Combine troops, even the friendly ones, cannot fire 
          handguns. They use RPGs just fine, however, so watch out.
    
    
    --------------------------------------------------------------------------------
    IX)   Version History
    --------------------------------------------------------------------------------
    Version histories according to the smod team. Starts from 34c, which was the
    original draft of this FAQ.
    
    35a:	Added Functions:
    	- The following changes have been made to the hl2_playerdeathcam 
    	function:
    	  -> If the cl_playermodel cannot be found, it now uses the gman as 
    	     default
    	  -> When hl2_playerdeathcam is set to 2, it creates the designated 
    	     ragdoll upon player death.
    	  -> Added the command: hl2_deathcam_zoffset to adjust the camera height
    	     above the model's head.
    	- When gunships die, they can now create a damaging explosion. The 
    	  variable: npc_gunship_deatheffect has been created to toggle this
    	  option. (Default is set to ON)
    	- Kamikaze headcrabs have been added. Spawn them with the entity 
    	  npc_kheadcrab. They have also been added to some levels.
    
    	Game Corrections:
    	- General improvements to game stability
    	- Fixed the problem with the deathcam and feigning death (I think)
    	- Fixed the problems with the removegroup function of some mapadd 
    	  scripts.
    	- Random number generation is now server-side.
    
    	Config File Corrections:
    	- ragdoll_real 	      	- Adjusted some parameters.
    	- ragdoll_enginedefault - Created this file. It's closer to the regular
    				  Source engine defaults.
    	- ragdollcollide_reduce	- Reduces the bounding box of the ragdoll.
    	- ragdollcollide_full  	- Full ragdoll collision mode.
    
    	Map Adjustments:
    		d1_canals_01
    		d1_canals_02
    		d1_town_01
    		d1_town_01a
    		d1_town_02	(Added Kamikaze Headcrabs)
    		d1_town_02a	(Added Kamikaze Headcrabs)
    		d1_town_04	(Added Kamikaze Headcrabs)
    		d1_trainstation_06
    		d2_coast_05
    	- Added 1000 hit points to the antlion that appears just before 
    	  d2_coast_12.
    	- Enemy arrangement is changed slightly.
    	- Node information adjusted.
    
    35:	Added Functions:
    	- Refresh rate of sounds is adjusted while in bullet time.
    	- bullettime_dsptype is set to 0 by default.
    	- Bullet Time sound effects have been replaced by custom ones. These
    	  can be enabled and disabled using the bullettimesim_replace_se option.
    	- Added the playcoopmap option. Must be enabled for coop play.
    	- hl2_playerdeathcam option enabled. It's still glitchy though.
    	- autosave_disable added. It disables autosaving (duh).
    	- Added player damage variables for the AK47, mp5, greasegun and KAR98.
    
    	Game Corrections:
    	- Corrected glitch when duplicating turrets with the stuff launcher.
    	- Optimized the reading of mapadd files.
    	- Fixed 'bad string' load error due to a misplaced 'meat' entity.
    	  (I think they're referring to the dangling dead bodies in Ravenholm)
    	- Reskinned the meat ragdolls from the original props.
    	- Optimized ragdoll processing.
    	- Corrected various game crashes.
    	- Changed turret's bullet time tracer entities from pistol to pulse 
    	  rifle.
    
    
    34g:	Added Functions:
    	- Adjustable walking speed while using ironsights.
    	- Added 'ironsightwalkspeed' function.
    
    	Game Corrections:
    	- Corrected bullet time ending while mounting a vehicle.
    
    
    34f:	Game Corrections:
    	- Corrected problem with NPCs firing lasers improperly.
    	- Corrected problems with weapons auto-switching upon pickup while 
    	  firing (?)
    	- Corrected problems with the PSP sometimes crashing the game.
    	- Corrected motion blur problems in the airboat
    	- Removed unnecessary hltv code.
    	- Increased battery capacity for bullet time.
    	- Modified the NPC-fired machine guns.
    	- Corrected problem with bullet time ending while mounting the buggy.
    
    	Reworked maps:
    	- d2_coast_01
    	- d2_coast_04
    	- d2_prison_01
    
    
    34e: 	Game Corrections:
    	- Fixed problem with NPCs using the pulse rifle freezing up.
    	- Changed the HUD.
    
    34d:	Added Functions:
    	- All chapters are automatically unlocked. Can choose to start at any
    	  point when selecting new game.
    	- Added DirectX configs, that enable and disable functions depending on
    	  which version of DirectX you have (as certain functions need Dx8 or
    	  Dx9). Though, if you have Half-Life installed, you should really be
    	  using DirectX9 anyway.
    
    	Game Corrections:
    	- Various texture fixes.
    	- Fixed problem where bleeding corpses sometimes don't stop.
    	- Fixed blood spatter texture transparency problem.
    	- Wierd texture colour glitches improves (still a little off).
    	- Modified pulse rifle bullet time effects.
    	- Changed enemy sniper physics while in bullet time.
    	- Fixed problem with Civil Protection not equipping shields.
    	- Improved shield functionality.
    	- Decreased probability of shield fragments being left behind (?)
    	- Cleaned up bullet time effects when using DirectX 8.0.
    	- Improved precaching procedure.
    	- Corrected problems with ammo indication.
    	- Corrected ak47 damage calculation glitches.
    	- Corrected 'laggy' ak47 recoil animation.
    	- Fixed problems with bizarre custom crosshairs when in widescreen mode.
    	- Corrected Gauss Gun secondary fire still working with no ammo.
    	- Corrected line in performance_highspec.cfg which left grenade effects
    	  low.
    
    --------------------------------------------------------------------------------
    X)   Technical Jargon
    --------------------------------------------------------------------------------
    
    
    English Version FAQ:
    
    Translated & recompiled by Vergeh
    With help from WorldLingo’s online translator.
    
    Please feel free to distribute the link this FAQ, but please clear it with me
    if you're going to host elsewhere.
    Original Japanese FAQ courtesy of the smod team.
    
    I claim no credit for contributing to this mod, 
    and am merely a translator, etc etc.
    
    
    (Ed: Original Japanese FAQ legalese follows.)
        Lua 5.0 license
    
    Copyright © 1994-2005 Lua.org, PUC-Rio.
    
    Permission is hereby granted, free of charge, to any person obtaining a
    copy of this software and associated documentation files (the
    "Software"), to deal in the Software without restriction, including
    without limitation the rights to use, copy, modify, merge, publish,
    distribute, sublicense, and/or sell copies of the Software, and to
    permit persons to whom the Software is furnished to do so, subject to
    the following conditions:
    
    The above copyright notice and this permission notice shall be included
    in all copies or substantial portions of the Software.
    
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
    OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
    MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
    IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
    CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
    TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
    SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
    
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