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Server Configuration
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:

$HaVoC::tkLimit
This determines how many team kills are allowed before action is taken.

$HaVoC::tkClientLvl *
This determines what a TK victim can do to the TKer once $HaVoC::tkLimit has been reached.
  • If set to 0 the victim will have an option on thier TAB menu to vote to kick the TKer.
  • If set to 1 the victim will have an option on thier TAB menu to kick the TKer without a vote.
$HaVoC::tkServerLvl *
This determines what the server will do to a TKer once $HaVoC::tkLimit has been reached.
  • If set to 0 just log TKs, never take any action.
  • If set to 1 the server initiates a votes to kick a someone every $HaVoC::tkLimit TKs.
  • If set to 2 then see $HaVoC::tkMultiple below.
  • If set to 3 the server will kick a TKer when $HaVoC::tkLimit is reached.
$HaVoC::tkMultiple
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).

$HaVoC::BanKickTime *
This is how long (in seconds) after someone is kicked that they will not be able to reconnect to the server.

$HaVoC::Eye4anEye *
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.

$HaVoC::BaseKillWarning *
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.

$HaVoC::BaseKillLimit *
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[1] = "evil";
$HaVoC::SADPassword[2] = "die";
$HaVoC::SADPassword[3] = "renegades";
$HaVoC::SADPassword[4] = "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[1] = "always";
$HaVoC::MasterSADPassword[2] = "kill";
$HaVoC::MasterSADPassword[3] = "smurfing";
$HaVoC::MasterSADPassword[4] = "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[1] = "secret";
$HaVoC::PAPassword[2] = "ruplstiltskin";
$HaVoC::PAPassword[3] = "tree";
$HaVoC::PAPassword[4] = "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[3] = TRUE;

This will give password number 3 ($HaVoC::PAPassword[3]) special lockouts as specified with these:
  • $Special::PATimelimit[3]: Ability to change the time limit.
  • $Special::PAMission[3]: Ability to change the mission.
  • $Special::PATeamDamage[3]: Ability to enable/disable team damage.
  • $Special::PAKick[3]: Ability to kick players.
  • $Special::PABan[3]: Ability to ban players.
  • $Special::PATorture[3]: Ability to access the Torture menu.
  • $Special::PATeamChange[3]: Ability to change a players team.
  • $Special::PAServerOptions[3]: Ability to change $HaVoC::tkServerLvl and $HaVoC::tkClientLvl.
  • $Special::PAFairTeams[3]: Ability to enable/disable Fair Teams.
  • $Special::PATourneyMode[3]: Ability to enter/leave Tournament mode.
  • $Special::PAStartMatch[3]: Ability to start the match in Tournament mode.
Set these to true or false according to what you want to give password number 3 access to. Repeat using different password numbers to set up any password with special lockouts.

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:
  • $HaVoC::PATimelimit: Ability to change the time limit.
  • $HaVoC::PAMission: Ability to change the mission.
  • $HaVoC::PATeamDamage: Ability to enable/disable team damage.
  • $HaVoC::PAKick: Ability to kick players.
  • $HaVoC::PABan: Ability to ban players.
  • $HaVoC::PATeamChange: Ability to change a players team.
  • $HaVoC::PAServerOptions: Ability to change $HaVoC::tkServerLvl and $HaVoC::tkClientLvl.
  • $HaVoC::PAFairTeams: Ability to enable/disable Fair Teams.
  • $HaVoC::PATourneyMode: Ability to enter/leave Tournament mode.
  • $HaVoC::PAStartMatch: Ability to start the match in Tournament mode.
Note: The default public admin lockouts are changeable by Super Admins via the TAB menu under "Server Options".


PUBLIC VOTING FEATURES

The following features determine what public players can vote on. Set what you want to give public players access to true.
  • $HaVoC::PVMission: Vote to change mission.
  • $HaVoC::PVTeamDamage: Vote to enable/disable team damage.
  • $HaVoC::PVKick: Vote to kick players.
  • $HaVoC::PVAdmin: Vote to make players default public admins.
  • $HaVoC::PVFairTeams: Vote to enabled/disable Fair Teams.
  • $HaVoC::PVTourneyMode: Vote to enter/leave Tournament mode.
  • $HaVoC::PVStartMatch: Vote to start the match in Tournament mode.
  • $HaVoC::PVTime: Vote to increase the time limit $HaVoC::PVTime minutes. Set to "0" (zero) to disable. Note that this only increases the time for the current mission, unlike when an admin increase the time.
Note: The public voting lockouts are changeable by Super Admins via the TAB menu under "Server Options".


LIGHTNING FEATURES:

$HaVoC::Lightning
This turns random lightning strikes on and off.

$HaVoC::LightningStrength
This sets how strong the lightning is when it strikes:
  • "zero" = no damage.
  • "weak" = barely any damage.
  • "normal" = death to light armors, moderate damage to medium armors and very little to heavies.
  • "strong" = death to light and medium armors, considerable damage to heavies.
  • "random" = usually "weak" or "zero", sometimes "normal", occaisionally "strong".
$HaVoC::LightningFrequency
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.

$HaVoC::LightningHandicap
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.


DEATHMATCH FEATURES

Note: These features (except for Inventories) also apply to Team Deathmatch, Flag Hunter, and Kill the Rabbit mission types.

$HaVoC::DMInventories *
If true then players are spawned with a deployable inventory station on thier back when playing Deathmatch.

$HaVoC::DMSniperWeapons *
If false then players can't buy any sniping weapons from an inventory in Deathmatch, Flag Hunter, and Kill the Rabbit.

$HaVoC::DMFullWeapons *
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:
  • Hyper Disc Launcher
  • Flame Thrower
  • Ion Rifle
$HaVoC::DMMines *
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.

$FlagHunter::Inventories *
If true then players are spawned with a deployable inventory station on thier back when playing Flag Hunter.

$FlagHunter::AltarCampingTimer
This is the amount of time, in seconds, before the game will warn a player that is too close to the Nexus.

$FlagHunter::FlagFadeTime
This is the amount of time, in seconds, before dropped flags will fade away.

$FlagHunter::CarryingNumber
After a player is carrying this many flags, a flag will appear on thier back.

$FlagHunter::YardSaleNumber
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.

$FlagHunter::YardSaleTime
This is the amount of time, in seconds, that the Yard Sale beacon exists.

$FlagHunter::GreedAmount
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.

$Arena::NumberMatchLimit *
The mission will change after this many matches. Set to "" to not have the mission automatically change.

$Arena::GameTimeLimit
This is the amount of time in seconds for each game.

$Arena::Scorelimit
This is how many games are required to win a match.

$Arena::ReadyTime
If true then players have 30 seconds to mark themselves ready before a match starts.

$Arena::AutoTeamjoin
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.

$Rabbit::Inventories *
If true then players are spawned with a deployable inventory station on thier back when playing Kill the Rabbit.

$Rabbit::ScoreTimer
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.

$Rabbit::FlagReturnTime
This is how long, in seconds, before a flag is returned to its original location after being dropped (Rabbit missions only).


OTHER MISC FEATURES

$HaVoC::AbstentionsCount
If true then abstentions count when someone votes. If false then only the people who voted determine the outcome of the vote.

$HaVoC::AutoAssignTribe
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";

$HaVoC::KickMessage
This message will be displayed in the center of a person's screen when they are kicked. Leave the quotes empty to disable.

$HaVoC::StationTime *
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).

$HaVoC::PersonalSkin
If true then the server allows players to select between using the Team Default or thier Personal Skin on the TAB menu.

$HaVoC::TurretPoints *
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.

$HaVoC::TurretKillMessages *
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."

$HaVoC::FlagReturnTime
This is how long (in seconds) the flag will stay where it is dropped before automatically returning to its flag stand.

$HaVoC::FairSpawn
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.

$HaVoC::AutoRespawn
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.

$HaVoC::FriendlyMines *
If true then the mines your team deploys won't blow up your teammates. If false any mine stepped on will explode.

$HaVoC::RandomMissions *
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.
  • $HaVoC::RandomMissionTypes["Flag Hunter"]
  • $HaVoC::RandomMissionTypes["Deathmatch"]
  • $HaVoC::RandomMissionTypes["Kill the Rabbit"]
  • $HaVoC::RandomMissionTypes["Multiple Team"]
  • $HaVoC::RandomMissionTypes["Capture the Flag"]
  • $HaVoC::RandomMissionTypes["Capture and Hold"]
  • $HaVoC::RandomMissionTypes["Find and Retrieve"]
  • $HaVoC::RandomMissionTypes["Team Deathmatch"]
  • $HaVoC::RandomMissionTypes["Defend and Destroy"]
You may add as many of your own mission types as you'd like. Look in the .DSC file that comes with your mission and place the value of $MDESC::Type that you find in that file into the quotes of $HaVoC::RandomMissionTypes[""].

$HaVoC::FairTeams *
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".


















Scout
Grenade: Concussion
Beacon: Pulse Sensors

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.

Special Abilities
If you are touched by a Scout you will be blinded temporarily. While you are blinded you will not be able to put enemies on your team's sensor network by looking at them, which means you won't be able to see cloaked enemies at all.
Spy
Grenade: Plastique Explosives
Beacon: Satchel Charges

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.

Special Abilities
The Spy can make use of enemy teleporters, which is often more useful than just destroying the teleporter. The Spy can also open enemy force field doors. The Spy's footsteps don't make sound, allowing you to sneak up on enemies.
Sniper
Grenade: Decoy
Beacon: Sensor Jammer

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.

Special Abilities
The Sniper is the only armor able to carry sniping weapons. When a Decoy is used it is randomly placed directly in front of or directly behind the player that used it. This can confuse enemies as to which is the Decoy and which is the Sniper.
Mercenary
Grenade: Generic
Beacon: Speed Boost

The Mercenary is a jack-of-all-trades. Not too slow, yet relatively powerful, this armor is often overlooked for a more specialized role.

Special Abilities
The use of Speed Boosts sets the Mercenary apart from the other armors. When skiing and practice, Boosts can move the otherwise slow Mercenary across the map quickly.
Burster
Grenade: Incendiary
Beacon: Targeting Beacons

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.

Special Abilities
The Burster is the only armor that can carry the Demolition Pack and the only medium armor to carry Mortars.
Engineer
Grenade: EMP Grenades
Beacon: Cloaked Camera

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.

Special Abilities
Upon touching another team member, the Engineer will repair them a small amount. It is also the only armor able to use the Engineer Repair Gun and Power Core Pack. The Engineer normally carries 2 Repair Kits, 3 with an Ammo Pack. Like the Spy, an Engineer can use enemy teleporters and open enemy forcefield doors. Also you can defuse Plastique Explosives and Demolition Packs by touching them, although occaisionally that can fail.
Infiltrator
Grenade: Cloak
Beacon: Teleport Beacon

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.

Special Abilities
Using Teleport Beacons, Cloaking Grenades, and the Teleport Pack you can easily get past defenses and confuse enemies. Click here for more information. The Infiltrator can also use the Command Laptop to take over turrets.
Cyborg
Grenade: Mortar Bomb
Beacon: Emergency Force Field

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.

Special Abilities
Armed with its innate ability to put up Emergency Force Fields the Cyborg is best for base raping. It is the only heavy armor that can use shields.
Behemoth
Grenade: Phoenix Missiles
Beacon: Armageddon Missiles

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.

Special Abilities
Carries portable Phoenix Missiles, allowing it to hit fast targets even around corners. Armageddon Missiles are also very deadly and have a large blast radius.
Chaingun
Shoot alot of bullets at your enemies with the Chaingun. Very useful for hitting airborne enemies.
Plasma Gun
This gun shoot slow moving, high powered balls of plasma. Great for killing someone point blank, destorying small turrets, and base infiltration. They can also set the enemy on fire for a short time.
Grenade Launcher
Good for base infiltration... these can bounce grenades around corners. The Grenade Launcher is for medium range combat -- too far and your grenades won't reach, too close and they bounce harmlessly past your enemy.
Mortar
Blast anything and everything to little bits. They have a very large blast radius.
Hyper Spinfusor
This weapon can fire a large number of discs to flood an entire area with explosions. Although you can't carry much ammo for it, the Hyper Spinfusor makes for a good surprise for someone trying to dogfight you without one.
Disc Launcher
Standard issue.
EMP Grenade Launcher
Anyone within the blast radius of these electromagnetic pulse grenades will be short-circuted temporarily, rendering energy weapons and jet packs temporarily useless. Good for heavy armors to ground the faster moving lights and for catching that flag carrier.
Guided Rocket Launcher
If the your target is in your sights when you fire this will shoot a seeking rocket that will follow them while they are in your view. Otherwise just fires a straight dumb fire rocket. Rockets have alot of force when they explode, have a large blast radius and can knock players away, though they don't do much damage.
Rocket Launcher
Shoots a dumb fire rocket. Rockets have alot of force when they explode, have a large blast radius and can knock players away, though they don't do much damage.
Sniper Rifle
This rifle shoots high powered bullets that don't give away your position like the Laser Rifle. However, the bullets are not armor piercing so body shots will do very little damage. Face shots are what this weapon is about. Click here for a better explanation.
Dart Rifle
Shoots darts filled with poison that slowly leech away your enemies health. The poison also affects their mobility, slowing them down for a little while. This makes for an easier kill. Darts will not penetrate Shield Pack nor Cyborg shields.
Magnum
The Spy's weapon, the Magnum can take out light armors with only a few shots. It is a short or medium range weapon, it won't reach long distances. The Magnum is completely silent when you change weapons to it, great for sneaking up on players.
Railgun
A well rounded weapon. It is very accurate at great distances and does moderate damage. However, it's main use is not to be a sniping weapon. It is good for taking down shields. Help destroy a turret's shields from afar, works especially well if one of your teammates is attacking the turret at the same time. If a player is shielded when hit with this weapon then massive amounts of damage are inflicted on the shielded player.
Blaster
Your everday Blaster with an increased range to make it a bit more useful.
Laser Rifle
The Sniper's best friend for assasination. A very dangerous weapon. Be careful after shooting it because the red beam this weapon lets out gives away your position. Head shots do alot of damage but face shots do even more. Click here for a better explanation.
Shockwave Cannon
Releases a blast of energy that knocks anything in its radius away. Doesn't do much damage though.
Flame Thrower
Torch enemies after mastering this short ranged weapon. Great indoors.
ELF Gun
An electronic flux weapon that will drain your targets energy cells. Doesn't do much damage but has a long range. Good for grounding the enemy quickly. Not effective against shielded objects though it does well against shielded players.
Engineer Repair Gun
This enables the Engineer to carry a pack other than the Repair Pack and still have a repair gun.
Energy Pack
Increases your armor's energy recharge rate. It will allow you to keep recharging energy when hit with an EMP.
Repair Pack
Repair yourself, inventories, generators, deployables, and other players.
Shield Pack
Causes damage done to you to be taken away from your armor's energy and not your health. Also does not allow EMPs or poison darts to penetrate the shield. Beware the Railgun.
Sensor Jammer Pack
Suppresses pulse sensors. Check out the Sensor Network Guide for more information.
Cloaking Pack
Renders you invisible (to anyone with a 3D card) and supresses pulse sensors. If detected by motion sensors or enemy players then you will have a red arrow above your head. Although... there is a way around this...
StealthShield Pack
A Shield Pack and Sensor Jammer Pack hybrid. This shield will not stop EMPs or poison darts.
Cybernetic Laser
This shoulder mounted laser draws from your armors energy cells to fire a laser blast similiar to that of the Laser Rifle, although it is alot less powerful. Using this in conjunction with another sniping weapon is a deadly combination. Its high drain on your energy cells cause them to not recharge for a few seconds. This pack requires a free weapon slot.
Auto Rocket Cannon
Upon activation this shoulder mounted launcher shoots a rocket. This allows you to fire off rockets while fighting with another weapon. This can help a Cyborg hold his own on open ground.
Command Laptop
This pack allows you to control turrets without being at a command station. Also, you can attach this to enemy turrets by touching them. After a few seconds, if you are still alive and the turret is not destroyed, the turret will be reprogrammed, converting it to your team. It takes the Spy longer to take over a turret than the Engineer or Infiltrator.
Demolition Pack
A portable bomb. Upon deployment you have 20 seconds to run like hell. Also detonates if you commit suicide (ctrl+k).
Ammo Pack
This pack allows you to carry extra ammo and Repair Kits.
Flame Turret
This turret lobs balls of plasma at enemies. While not very fast, these turrets have pretty good aim. And they burn. Can only be deployed on flat surfaces and are very weak. When destroyed the turret will catch any players in the area on fire.

Range: 37
Sensor Range: 10
ELF Turret
An electronic flux turret that will drain the energy cells of enemy players. It doesn't drain much life but is great making an enemy's shield pack worthless. These turrets resemble cameras, they are small and usually overlooked.

Range: 20
Sensor Range: 20
Plasma Turret
These large turrets aren't very accurate but can be hard to avoid in large numbers or enclosed areas.

Range: 60
Sensor Range: 100
Mortar Turret
Shoots bigger than average mortars up to 400m. Doesn't fire by itself, you must control it remotely.

Range: 0
Sensor Range: 0
Ion Turret
A small rapid fire turret. Can be deployed on any surface.

Range: 35
Sensor Range: 65
Laser Turret
This turret fires a high powered laser at anyone unlucky enough to get too close. Although, it won't sense you if you aren't moving OR it can be suppressed with a Sensor Jammer. Mainly used to keep light and medium armors away, they aren't effective against heavies. Uses a special kind of built-in sensor, see the Sensor Network Guide for more information.

Range: 80
Sensor Range: 40
Vulcan Turret
Shoots bullets with a high rate of fire. Doesn't fire by itself, must be controlled manually.

Range: 0
Sensor Range: 0
Spy Drone
When deployed you will be put in control of a small drone. You can then spy on the enemy. Almost anything will destroy the drone and it can only travel a limited distance from the person controlling it (~250 meters). Press jump to exit the drone.
Antidote
This will cure you of posion.
Targeting Beacons
These beacons will provide targeting information to any teammates using a Mortar, Grenade Launcher, or EMP Grenade Launcher.
Base Alarm
This alarm will notify the team when any enemies are detected. Also notifies the team if it is destroyed. Only one is allowed per team. It uses pulse sensor sensor technology that cannot be jammed or avoided.

Range: 19
Rail Turret
Shoots a very high powered laser. Doesn't fire by itself, must be controlled manually.

Range: 0
Sensor Range: 0
EMP Turret
Fires an electromagnetic pulse that will short circut energy systems temporarily and also disarm you. Be careful where you deploy these as the blast will effect everything around it.

Range: 40
Sensor Range: 40
Rocket Turret
Shoots seeking missiles at the heat signature of enemy jets. Also will shoot at enemies that have caught on fire. Uses a special kind of sensor, see the Sensor Network Guide for more information.

Range: 120
Sensor Range: 170
Missile Control Station
This is used to fire personally controlled, long range missiles. Click here to learn how to use it.
Inventory Station
A limited version of the fixed inventory station in your base. You can buy most weapons and ammo but not armors at these stations.
Ammo Station
For reloading and regaining health in the field.
Air Ammo Pad
This is a deployable platform with an ammo station mounted to it. It can be deployed in the air and is good when you need a little more hieght for your mortars or a better view to snipe.
Springboard
Gives you an extra kick in the ass for when you need to jump a little farther. Useful for light and medium armors but isn't very effective with heavies. Occaisionally Springboards can malfunction.
Teleport Pad
Allows instant travel from pad to pad. Cannot transport heavy armors unless Power Core Packs are used. Click here for more information.
Watchdog
Paints enemies with a green laser. Does no damage but is very annoying.

Range: 150
Motion Sensor
Senses moving enemies. See the Sensor Network Guide for more information.

Range: 25
Pulse Sensor
Use these to increase your sensor range and let you prepare for incoming enemies. See the Sensor Network Guide for more information.

Range: 100
Sensor Jammer
Jams friendly and enemy sensors alike so don't put them by your base. See the Sensor Network Guide for more information.

Range: 37
Camera
Allows you to look through its eyes from the Commander screen. You can set the direction the camera is looking this way. Cameras only detect enemies in the direction they are looking, they will not turn to look at enemies by themselves. See the Sensor Network Guide for more information.

Range: 40
Teleport Pack
When used this pack attempts to find a Teleport Beacon in range. While they do have a short range (~60 meters), if you are close enough you will gain control of the beacon. Click here for more information.
Teleport Beacon
When controlled with a Teleport Pack this beacon can teleport you to its location. Click here for more information.
Force Field
A small force field.
Large Force Field
A large force field.
Force Field Door
A small force field that disappears for members of your team. These doors can also be opened by enemy Spies and Engineers.
Large Force Field Door
A large force field that disappears for members of your team. These doors can also be opened by enemy Spies and Engineers.
Blast Wall
A very durable deployable wall. The anchoring for these walls require deployment on terrain only.
AA Turret
This turret never fires on players. It will only fire at vehicles in range. It shoots 3-4 fast, high powered missiles at a time. These missile cannot be outrun by any vehicle. This turret can be controlled by a player and used to shoot down incoming guided missiles.

Range: 90
Sensor Range: 100
Tractor Turret
Pulls an enemy toward it. Does little damage but can pull enemies into more defenses.

Range: 45
Sensor Range: 65
Tractor Beam
Pulls an enemy toward you. If used right you can actually throw them a quite a distance.
Targeting Laser
Paint targets for mortaring.
Decoy
Decoys look like enemy players. They have a red arrow for all players regardless of team and all turrets will fire on them. Be careful where you place these.
Interceptor Pack
Deploys an Interceptor vehicle when used.
StealthHPC Pack
Deploys an HAPC vehicle when used.
Repair Kit
Recovers some of your health. Can also be used on stations, deployables, and other players. This means if a large group is standing around a broken inventory, they can repair it by using their Repair Kits on it. If you use a Repair Kit on an enemy object or an object that is at full health then the Repair Kit will be used on yourself.
Mines
A mine is a terrible thing to waste...
Plastique Explosives
This is a powerful explosive with a 15 second fuse. They have a concentrated blast radius.
Satchel Charges
Deployable explosives that must be set off from the Commander screen. After gaining control of one, press jump to detonate. Once set off you will be able to see the explosion for a few seconds. Wait the few seconds or press jump again to regain control of your player.
Concussion Grenades
These grenades don't actually do much damage but they are good for blowing your enemies away from you. Also good to knock yourself and teammates great distances.
Speed Boost
Propells you the direction you are looking when used. If you are not moving when a Boost is used it will propel you straight up. They require a bit of jet pack energy to absorb the heat. Using a Heat Sink Pack helps alot.
Incendiary Grenades
These grenades have a slightly larger blast radius than generic grenades and can set your enemy on fire for a short time.
Toxin Grenades
These grenades have a short fuse and let out a cloud of gas that will poison enemies for a short time. Shields cannot stop the poison gas.
Cloak
Renders you invisible (to anyone with a 3D card) and jams pulse sensors for a few seconds. If detected by motion sensors or enemy players then you will have a red arrow above your head. Although... there is a way around this...
Mortar Bomb
These grenades have a long fuse and create a tremendous blast, almost as powerful as a mortar.
Emergency Force Fields
Using these will put up a temporary shield similar to the shield pack. This shield will also block EMPs and poison darts. Beware the RailGun.
EMP Grenades
These grenades let out an electromagnetic pulse that will short circut enemy energy systems temporarily. Does not affect Engineer armors.
Pulse Sensors
Use these to increase your sensor range and let you prepare for incoming enemies. The Scout can carry up to 4 with an Ammo Pack. See the Sensor Network Guide for more information.

Range: 100
Flag Decoy
This puts a flag on your back that looks just like the real thing - pulsing light and all - except it is always black. Good for fooling enemies from a distance.
Phoenix Missiles
These missiles have a pretty good range and very good handling. They do moderate damage.
Tomahawk Missiles
These missiles don't do alot of damage, they can kill a light with a direct hit but but won't kill a medium. However, they have an extremely long flight time.
Cluster Bomb
This bomb unleashes many little bomblets upon detonation. Anyone caught in the explosions will not be happy.
Power Core Pack
This pack can be used on a station, turret, or sensor to power it when the generators are down. When used on a player it greatly improves their armor's energy recharge rate. This pack can also be used to enhance the energy systems of a teleporter. Click here for more information.
Vortex Missiles
These missiles cause a great implosion upon detonation. Any players in a large radius will be thrown toward the point of impact.
Napalm Missiles
This missile burns anything in the area for a long while after it hits. Does high damage at ground zero and anything in a large radius catches on fire.
Havoc Missiles
The most powerful missile, these babies have a very concentrated blast radius but are very powerful. Hard to control because they move so fast. This missile is extremely useful for destroying enemy turrets.
Toxin Missiles
On contact these missiles unleash a cloud of poisonous gas. Anyone going through this cloud before it disperses becomes poisoned for a very, very loong time. Shields cannot stop the poison gas.
Shotgun
The Shotgun is a short ranged weapon. It can be deadly point blank and can sometimes nick off that last bit of health from medium range. It has a short delay before firing which causes the weapon to require planning. It also has a delay before it can be fired again.
Armageddon Missiles
These high-powered dual missiles are fired from the shoulder weapons on a Behemoth. They have a large blast radius and do alot of damage.
Command Station
Any armor can control turrets from these stations without having to recharge their internal command systems between controlling different turrets.
Large Elf Turret
This big turret will suck away an enemies energy and health very rapidly.

Range: 40
Sensor Range: 40
Repair Drone
Upon being deployed you are given control of a little drone. You can fly this around and repair things. Almost anything will destroy the drone and it can only travel a limited distance from the person controlling it (~200 meters).
EMP Missiles
These missiles don't do much damage unless they hit their target point blank, although they repeatedly EMP everything in a large radius. Very useful for taking the shields away from enemies turrets and sensors.
Heat Sink
This pack hides your heat signature from Rocket Turrets, they will no longer fire at you. Also reduces the effect Tractor Turrets and EMPs have on you and makes you unable to catch on fire. The Heat Sink also increases the efficency of Mercenary Speed Boosts.
Smoke Bomb
When this bomb goes off it creates a cloud of thick smoke that jams pulse sensors. Useful for setting plastique or running by a turrets, etc. It will 'blind' anyone within the cloud for a short time. While you are blinded you will not be able to put enemies on your team's sensor network by looking at them. This means you won't be able to see a cloaked enemy at all!
Cloaking Device
Deploying this on a sensor, turret, deployable, inventory, generator, etc will render it invisible to anyone with a 3D card.