Shotgun Chaingun Plasma Gun Disc Launcher Hyper Spinfusor Grenade Launcher Rocket Launcher G. Rocket Launcher EMP Launcher Mortar Magnum Dart Rifle Railgun Sniper Rifle
Ammo Pack Energy Pack Repair Pack Shield Pack Sensor Jammer Pack Power Core Pack Heat Sink StealthShield Pack Auto Rocket Cannon Teleport Pack Cybernetic Laser Demolition Pack Command Laptop Cloaking Pack
ELF Turret Ion Turret Tractor Turret EMP Turret Flame Turret Vulcan Turret Plasma Turret Laser Turret AA Turret Mortar Turret Rail Turret Rocket Turret Large ELF Turret
Air Ammo Pad Repair Drone Springboard Cloaking Device Command Station Teleport Pad Ammo Station Inventory Station
Targeting Laser Targeting Beacons Antidote Flag Decoy Smoke Bomb Tractor Beam Spy Drone Toxin Grenade
This guide will teach you how to configure the HaVoC mod to your liking. When installing the mod a file called HaVoC.cs is put into your Tribes/config folder. In this file are the various server settings. This guide will take you through setting up each one.
Also be sure to check out the features in the HvCUserList.cs file that comes with the mod.
TEAM KILLER FEATURES:
This determines how many team kills are allowed before action is taken.
This determines what a TK victim can do to the TKer once $HaVoC::tkLimit has been reached.
This determines what the server will do to a TKer once $HaVoC::tkLimit has been reached.
This is used when $HaVoC::tkServerLvl = 2. The server will vote to kick a player at every multiple of $HaVoC::tkLimit. For example, when $HaVoC::tkLimit = 2 the server will vote to kick anyone when they commit 2 and 4 TKs. But, when someone has committed $HaVoC::tkLimit times $HaVoC::tkMultiple TKs the server will kick them without a vote. For example, when $HaVoC::tkLimit = 2 and $HaVoC::tkMultiple = 3 then the server will vote to kick anyone when they commit 2 and 4 TKs and kick them without vote when they reach 6 TKs (2 * 3 = 6).
This is how long (in seconds) after someone is kicked that they will not be able to reconnect to the server.
When this is true and a player has reached $HaVoC::tkLimit number of TKs, then any damage this player does to a teammate is also done to himself. If a player exceeds twice $HaVoC::tkLimit number of TKs then twice the damage this player does to a teammate is also done to himself.
This is the number of Base Kills (destroying your own team's deployables) required before admins will be warned. For example, if $HaVoC::BaseKillWarning = 3 then when a player has destroyed 3 of his own team's turrets, all admins will be warned that the player is Base Killing. Destroying a turret you deployed yourself is not considered a BK. Set to "0" (zero) to disable.
This is the number of Base Kills required before the player is kicked. The Base Killer will be warned when they reach $HaVoC::BaseKillLimit number of BKs that one more BK and they will be kicked. Set to "0" (zero) to disable.
SUPER ADMIN FEATURES
You can set up to 100 Super Admin passwords. Here is an example of how to set up new super admin passwords:
$HaVoC::SADPassword = "evil";
$HaVoC::SADPassword = "die";
$HaVoC::SADPassword = "renegades";
$HaVoC::SADPassword = "stupid";
Any one of those passwords used with the SAD(""); command will grant the user Super Admin Status.
You can set up to 100 Master Super Admin passwords. Here is an example of how to set up new master super admin passwords:
$HaVoC::MasterSADPassword = "always";
$HaVoC::MasterSADPassword = "kill";
$HaVoC::MasterSADPassword = "smurfing";
$HaVoC::MasterSADPassword = "bums";
Any one of those passwords used with the SAD(""); command will grant the user Master Super Admin Status. Being a Master Super Admin allows you to strip any non-master admin of thier powers.
PUBLIC ADMIN FEATURES
You can set up to 100 public admin passwords and each can have thier own special abilities. Here is an exaple of how to set up new public admin passwords:
$HaVoC::PAPassword = "secret";
$HaVoC::PAPassword = "ruplstiltskin";
$HaVoC::PAPassword = "tree";
$HaVoC::PAPassword = "cheerios";
Any one of those passwords used with the SAD(""); command will grant the player public admin status.
To restrict a certain password from specific features, you first must enable it by using the number in the brackets of the corresponding password above:
$HaVoC::PASpecial = TRUE;
This will give password number 3 ($HaVoC::PAPassword) special lockouts as specified with these:
If you do not set up special lockouts on a password then the default lockouts are used. The default lockouts also apply to admins appointed by public vote and players given admin status by another admin. To set up the default lockouts, set the following to what you want to give default public admins access:
PUBLIC VOTING FEATURES
The following features determine what public players can vote on. Set what you want to give public players access to true.
This turns random lightning strikes on and off.
This sets how strong the lightning is when it strikes:
This sets the interval in seconds between lightning strikes. It cannot be set to less than 120 seconds. If $HaVoC::LightningStrength is set to "strong" then the frequency cannot be set to less than 250 seconds.
This sets the point spread required before lightning will strike the winning team. It cannot be set to less than 3. For example, if $HaVoC::LightningHandicap = 5 and your team is beating my team by 5 points then your team will be hit with a "normal" lightning bolt every 60 seconds. If your team is winning by more than 5 points then your team will be struck with a "strong" lightning bolt every 60 seconds.
Note: These features (except for Inventories) also apply to Team Deathmatch, Flag Hunter, and Kill the Rabbit mission types.
If true then players are spawned with a deployable inventory station on thier back when playing Deathmatch.
If false then players can't buy any sniping weapons from an inventory in Deathmatch, Flag Hunter, and Kill the Rabbit.
If true then players can buy almost all weapons in Deathmatch, Flag Hunter, and Kill the Rabbit. If false, then in these mission types the time an EMP affects a player is reduced and certain weapons are removed from inventories:
If true then mines can be bought from inventories in Deathmatch, Flag Hunter, and Kill the Rabbit. If false they cannot be bought and will not explode unless shot.
FLAG HUNTER FEATURES
These settings are for Flag Hunter missions only.
If true then players are spawned with a deployable inventory station on thier back when playing Flag Hunter.
This is the amount of time, in seconds, before the game will warn a player that is too close to the Nexus.
This is the amount of time, in seconds, before dropped flags will fade away.
After a player is carrying this many flags, a flag will appear on thier back.
If this or more number of flags are dropped at once it will be announced to everyone in the game and a beacon placed at the location.
This is the amount of time, in seconds, that the Yard Sale beacon exists.
This is the minimum number of flags required before a player can return them to the Nexus when Greed Mode is enabled.
$FlagHunter::HoardStartTime and $FlagHunter::HoardEndTime
When the time limit, in minutes, reaches $FlagHunter::HoardStartTime then no more flags will be accepted by the Nexus until the time limit reaches $FlagHunter::HoardEndTime. This is only when Haord mode is enabled.
TRIBES ARENA FEATURES
These settings are for Arena missions only.
The mission will change after this many matches. Set to "" to not have the mission automatically change.
This is the amount of time in seconds for each game.
This is how many games are required to win a match.
If true then players have 30 seconds to mark themselves ready before a match starts.
If this is true then players are automatically placed on a team. Otherwise they have to choose thier team from the TAB menu.
KILL THE RABBIT FEATURES
These settings are for Kill the Rabbit missions only.
If true then players are spawned with a deployable inventory station on thier back when playing Kill the Rabbit.
This is how long, in seconds, that the flag must be held before earning a point. One point will be earned every $Rabbit::ScoreTimer seconds while holding the flag.
This is how long, in seconds, before a flag is returned to its original location after being dropped (Rabbit missions only).
OTHER MISC FEATURES
If true then abstentions count when someone votes. If false then only the people who voted determine the outcome of the vote.
This is set to the first four characters of your Tribes name. When turned on from the TAB menu by a Super Admin, all players with these four characters at the beginning of thier name will be placed on one team and all other players will be placed on the other team. Good for having a Tribe scrimmage against the public.
For example, all my Tribe members start thier name with [HvC]. So I take the first four characters from that and I would put this in HaVoC.cs:
$HaVoC::AutoAssignTribe = "[HvC";
This message will be displayed in the center of a person's screen when they are kicked. Leave the quotes empty to disable.
After $HaVoC::StationTime seconds of standing in an inventory, the server will auto-throw the person out. Cannot be set to less than 10 or greater than 60. To disable set it to "0" (zero).
If true then the server allows players to select between using the Team Default or thier Personal Skin on the TAB menu.
If true then when a person is killed by a turret (except laser turrets), whoever deployed that turret will recieve a point just as if they killed the person themselves. Note that this only counts as a point, it doesn't increase the player's number of kills.
If true then when a player is killed by a turret (except laser turrets), instead of it saying "[victim] dies.", the death message will be "[victim] was killed by [person that deployed the turret]'s turret."
This is how long (in seconds) the flag will stay where it is dropped before automatically returning to its flag stand.
When a player is spawned and is killed before $HaVoC::FairSpawn seconds are up then the killer gets no points for the kill. If the killer was a teammate then it doesn't count against them as a TK. Cannot be set to more than 10. Set to "0" (zero) to disable.
If a player doesn't click to respawn this many seconds after being killed then they are automatically respwaned. This keeps players from dying in your base and being able to keep an eye on you. Set to "0" (zero) for no auto respawn.
If true then the mines your team deploys won't blow up your teammates. If false any mine stepped on will explode.
If this is true then missions of the selected types are loaded randomly. To select which types of missions you would like the server to pick from, set the following to either true or false.
When this is true players can't change teams to a team that has fewer people than the team they are on.
* These features can be changed by Super Admins in game via the TAB menu under "Server Options".
The Scout is the fastest and weakest armor. It is only able to carry 2 weapons and limited ammo, but it has a very high speed on the ground and can blast itself enourmous distances with Concussion Grenades. It is a good but fragile choice for flag captures. The Scout doesn't have a lot of jetpack energy but it recharges at a fast rate, especially with an energy pack.
The Spy is a light but powerful armor that excels at destroying turrets, generators, and deployables via Plastique Explosives. The Spy is the only armor to use the Magnum and Cloaking Pack. Study the Sensor Network Guide to learn how to escape enemy detection.
The Sniper can carry the Laser Rifle, Sniper Rifle, and Cybernetic Laser which are all powerful, long range weapons. The Sniper is a fast but relatively weak armor.
The Mercenary is a jack-of-all-trades. Not too slow, yet relatively powerful, this armor is often overlooked for a more specialized role.
The Burster armor carries the most destructive weapons of all the medium armors. While it can carry many types of heavy weapons, it is somewhat limited on ammo. This armor can be used as a base destroyer but due to its lack of speed and ammo capacity it can be a challenge to get to the enemy base quickly.
The most important armor for defense, the Engineer can deploy everything in the inventory. As a defenisve armor, it isn't able to carry much ammo. The Dart Rifle can be used to damage and slow enemies before they get close to your base. After that, your deployable defenses, EMPs, and other weapons can take care of most threats.
This armor can only carry 3 weapons but it is a little bit faster than the other medium armors. A specialty armor, the Infiltrator's main purpose is for getting in and out of large enemy bases such as Scarabrae or Broadside.
One of the slowest armors, the Cyborg can carry the most powerful weapons with plenty of ammo. It is also the strongest armor. You may be in trouble if caught out in the open though, as lighter armors can be hard to catch. Indoors however, a Cyborg can be very hard to get rid of.
Another slow heavy armor, the Behemoth packs alot of artillery. While not as strong as the Cyborg, the Behemoth can hold its own better outdoors with Phoenix and Armageddon Missiles. It cannot use shields, giving it a disadvantage indoors.