Action Quake2 shortly.
Binds and cfg commands.
Weapons.
Items.
Miscellaneos.
CGF.
Weapon skins and sniper scrosshire.
Action Quake2 is a Quake 2 modification where stealth, strategy, ammo conservation, and accuracy are what matter. Ratherthan who can get to the BFG fastest. Try it out, see how you like it, i think it's probably the most fun i have ever had played.
General Commands(Binds) ---------------- opendoor : It opens doors for you. bandage : Bandages your wounds. reload : Discharges current clip and loads a new one. drop item : Drops your current special item, if you have one. drop weapon : Drops your unique weapon, if you have one. weapon : Changes mode of your current weapon, if applicable. use special : Changes to your Unique weapon Teamplay Commands ----------------- id : Disables or turns back on the identity command (note: this only works for teammates or when you're dead) team X : In teamplay changes your team from team 1 or team 2 inven : In teamplay changes what weapons you bring on the field... unstick : In the event that you get stuck inside someone, simply type unstick to fix it. (this is kinda rare) opendoor * Doors, for one, do not open automatically, like in Quake 2. Instead you will have to actually open the door with the 'opendoor' command that I told you to bind. This is to encourage thoughtful, strategic play, rather than the 'run, shoot' matches Quake games often turn into. bandage * Another thing that might take some getting used to is our unique damage code. Instead of taking a set amount of damage, wounds are actually inflicted on regions of your body. While head wounds are almost always fatal, some wounds will continue to bleed and create other adverse effects. To stop the bleeding and any other effects of the wound simply hit your 'bandage' key, but beware; bandaging takes six seconds, during which time you cannot fire. There is no way to regain lost hit points, so try not to get shot. reload * This empties your gun of all rounds currently in it and loads a new clip. Ammo is scarce so be careful with this one. drop item * This is simple, it drops whatever special item you currently have. drop weapon * Also simple, drops your unique weapon. weapon * The sniper rifle comes equipped with a high powered visible light scope. It has three lenses to accommodate your sniping needs. 1x, 2x, 4x, and 6x, the 'lens' command cycles through them. Also changes the pistol between fully and semi-auto modes. For the knife, this switches between slice and throw modes. For the Mp5 and M4, this changes between 3 round burst mode and full automatic mode... One other quick reminder, fall damage has been greatly increased in this mod, so don't go jumping out of any 3rd story windows.
The Knife ---------------- The SOG-37 is the knife of choice for the Navy SEALs, and it is for you as well. Killing swiftly and silently this is good is good in close quarters combat as well as when you run out of ammo. You can also throw them, increasing damage! The MK23 pistol ---------------- The H&K Mk23 pistol is the standard side-arm used by SpecOps units world-wide, and with good reason. A single shot to the head is enough to take down anyone, and unless your opponent is wearing a vest a few shots to the chest area are also quite fatal. Many people prefer this weapon above all others simply because it is reliable, accurate and deadly. One thing to be aware of when using this gun is its range, while it retains much of its power at close range it lacks punch at very long ranges. Ammo comes in clips of 12 rounds, but you can only carry two extra clips at a time. Use 'weapon' to switch it to semiautomatic. This increases accuracy at the cost of fire rate. The MK23 pistols ---------------- Kill somebody, get another MK23. The M3 assault shotgun ---------------- The old standby, the M3 Assault Shotgun is perfect in that medium range fighting. It carries 7 rounds that must be reloaded one at a time. This one functions much the same as the Quake 2 shotgun, with one obvious difference, power. One good, clean shot can take anyone down, and even grazing hits will hurt them. The knock-back from this baby is impressive to say the least, makes it perfect for blasting people off a roof or out a window. You can carry 14 shells at a time, plus whatever is in the gun itself. This weapon is unique and there is only one on the level. You can only carry one unique weapon at a time. The MP5/10 submachine gun ---------------- Although wildly inaccurate the MP5/10 more than makes up for it by shooting very fast. Less powerful than the pistol it's quite useful when clearing a room. It holds 30 rounds per clip and you can carry two extra clips at a time. Reload time is the same as the pistol. This weapon is unique. Use 'weapon' to switch to 3 round burst mode and increase accuracy. The sniper rifle ---------------- A Sig Sauer SSG 3000 fitted with a powerful scope, this gun is not to be trifled with. Although terribly inaccurate if shot from the hip, it is deadly when sighted and aimed properly. The scope can be switched from 2x, to 4x, all the way down to 6x. The rifle has a 6-round box attached that must be reloaded one round at a time. Bullets come in containers of 10, and you can carry up to 20 extra rounds. This weapon is unique. Try hitting reload repeatedley while reloading. It will put more than one in at a time.
Here are sniperscope commands:
//sniper rifle alias sniper "weapon;sensitivity 8.5;echo 2x: sensetivity 8;bind r 4x;bind v quick1a" alias 4x "weapon;sensitivity 6;echo 4x sensetivity 6;bind r 6x;bind b quick1b" alias 6x "weapon;sensitivity 3;echo 6x: sensetivity 3;bind r 1x;bind v quick1c" alias 1x "weapon;sensitivity 12;echo 1x: sensetivity 12;bind r sniper;bind v quick1d" bind r sniper //Zoom out to 1x fast alias reset1x "sensitivity 3;bind r sniper;bind v quick1d;echo Quickly zooming to 1x" alias quick1a "weapon;wait;wait;weapon;wait;wait;weapon;reset1x" alias quick1b "weapon;wait;wait;weapon;reset1x" alias quick1c "weapon;reset1x" alias quick1d "echo already at 1xzoom" bind v quick1d //default sniper aliases reset key (in case I die, bandage, or match ends etc.) bind v "sensitivity 12;bind r sniper;bind v quick1d;echo Sensitivity and Sniper reset"
The M4 assault rifle ---------------- This is a special issue M4, basically a scaled down version of the M16. As you would expect it is accurate and deadly. The rounds are also penetrating so they actually pass through the victim and can hit people behind him. It carries 24 rounds per clip but only one extra clip may be carried at a time. Use 'weapon' to switch to 3 round burst mode and increase accuracy. The hand cannon ---------------- Word to the wise; don't get in front of this thing. Basically a sawed off double-barrel shotgun it's spread is wide enough to kill just about anyone getting too close. However, this benefit causes the gun to become nearly useless at long and medium range. It uses the same ammo as the shotgun but only holds two shells at a time. This weapon is unique. The granades ---------------- If you see an M26 Frag Grenade thrown you had better take cover fast. Even if it doesn't kill you it is liable to blow you out a window or break your legs. Of course the one who threw it is just as susceptible to it's effects, and impatient handling of these has led to more than one player blasting himself. You can only carry 2 at a time, so use them wisely. Duck to reduce damage by this sucker by half. Use 'weapon' to increase your throwing range...
Akin to the runes from CTF these items can be held in addition to your unique weapon, making for some very interesting combinations. You can only carry one item at a time, but can drop your current item by using the 'dropitem' command. The Kevlar Vest All shots to your chest do no damage, however, you are still knocked back and can be shot out a window. The grenades, shotgun, knife, and hand cannon can still penetrate the vest however, and a well placed shot from any other weapon will do damage as normal. The Silencer The Pistol, MP5, and Rifle all become 'silenced'. They give no muzzle flash and make only the tiniest noise. This and the sniper rifle makes for a very dangerous foe. Takes a few moments to put on a weapon. The Laser Sight Projects a beam of light from the tip of your gun. This not only increases you ability to aim the weapon; it also increases the accuracy o the weapon. Don't let the guy with the MP5 get this item. This also takes a few moments to install.
The Stealth Slippers These finely crafted silken slippers will muffle your footsteps, making you silent as a cat. Long falls and other activities still make noise. The Bandolier This item allows you to increase your max clips per weapon.
Basic radio commands ----------------
bind 2 "Radioteam enemyd;Wait;wave 2;wait;say_team Enemy down with my %W!!" bind 3 "RadioTeam treport;wait;say_team Team report in!!" bind 5 "radioteam teamdown;wait;say_team Team mate down!!" bind 4 "RadioTeam reportin;wait;say_team Report in and i have %W, %I and i have healt %H!!" bind 0 "Radioteam teamdown;wait;say_team I going to DIE!!" bind 7 "Radioteam cover;say_team Cover me!!" bind 6 "radioteam im_hit;wait;say_team Im hit healt is %H!!" bind 8 "radioteam taking_f;wait;say_team I'm taking fire, requesting assistanse!!" bind 9 "radioteam enemys;wait;say_team Enemy spotted!!" bind b "radioteam 1;wait;say_team 1" bind n "radioteam 2;wait;say_team 2" bind m "radioteam 3;wait;say_team 3" bind , "radioteam 4;wait;say_team 4" bind . "radioteam 6;wait;say_team 6" bind . "radioteam 5;wait;say_team 5" bind home "Radioteam GO;wait;say_team GO!!" bind o "radioteam right;wait;say_team Roger!!" bind KP_UPARROW "radioteam forward;wait;say_team Forward!" bind KP_DOWNARROW "radioteam back;wait;say_team Back!" bind KP_LEFTARROW "radioteam left;wait;say_team Left!" bind KP_RIGHTARROW "radioteam right;wait;say_team Right!" bind KP_PGDN "radioteam down;wait;say_team Down!" bind KP_PGUP "radioteam up;wait;say_team Up!"
if you want female radio sounds you can copy them right here..
bind ENTER "invuse;radiogender female"
Demo recording ----------------
//demo recording alias demstop1 "stop; echo Current Demo Stopped;wait;wait;wait;demstop2" alias demstop2 "echo Press 'o' again to start next demo in sequence" alias dem1 "echo Starting Demo1; record demo_01; alias next_demo dem2" alias dem2 "echo Starting Demo2; record demo_02; alias next_demo dem3" alias dem3 "echo Starting Demo3; record demo_03; alias next_demo dem4" alias dem4 "echo Starting Demo4; record demo_04; alias next_demo dem5" alias dem5 "echo Starting Demo5; record demo_05; alias next_demo dem6" alias dem6 "echo Starting Demo6; record demo_06; alias next_demo dem7" alias dem7 "echo Starting Demo7; record demo_07; alias next_demo dem8" alias dem8 "echo Starting Demo8; record demo_08; alias next_demo dem9" alias dem9 "echo Starting Demo9; record demo_09; alias next_demo dem0" alias dem0 "echo Starting Demo10; record demo_10; alias next_demo demempty1" alias demempty1 "echo You have exhausted this session's queue!;wait;wait;wait;wait; demempty2" alias demempty2 "echo You must exit and archive existing demos before recording more" alias next_demo dem1 bind END "demstop1" bind DEL next_demo
Computer Generaded Force on Action Quake2(CGF)
Shortly:
Customized small unit battles in the Action environment, with the help of bots, missions and some amount of AI. It's probably a bit like playing Rainbow Six or Half-Life, with the following differences: - above mentioned products are stable and full products, with a story line etc., this beta isn't and hasn't - Action Quake 2 is high speed action - Half-Life squads have more animations, and lovely sounds, but cannot autonomously navigate the whole level, nor patrol as a team - Rainbow Six terrorists don't seem to be a real attack force
You need to have:
- a Windows machine - Quake2 3.20 - Action Quake2 1.51 (see http://aq2.action-web.net) - both model packs (see http://guild.action-web.net) - the urban map and city map(see http://aqmd.action-web.net) - a Pentium200+ or better, and graphics accellerators are advised - 12 MByte of HD space on your action drive
Known Problems - it's a very limited beta (one map, two chains of missions only) - not fully stable (it's a beta after all) - movement (unnatural turning, lots of incorrect jumps) - close combat (shotgun) fire-on-the-move AI absent - doors (this version contains a hack to deal with the single door present, but in general, bots don't yet understand how to handle rotating doors (the need to step back if the door opens towards the bot) - intro/outro mission information is lacking - use of M3 in software mode may crash game (an AQ2 problem?) - AQ2 leg damage does not seem to affect the bots - bots jump to death (ignore their health while accepting falling damage jumps) - this is a performance issue (and could be solved at the expensive of either a serious slow down or some MB of RAM) Not Yet Supported - hand grenades (bots won't recognize nor use them) - knifes - autonomous "advance" SOP disabled (cannot deal with advance into area where there is insufficient space to enter formation) A really large list with supported and planned features is available from:
http://www.botepidemic.com/aid/cgf/design.shtml
Get CGF Launcher here...
Here are few picture from Security´s gun skins you can also download them.
Realblood gunskin pak download here.
Realblood MK23 pistol:
Nice shaped and good colored skin. And when you have two pistols on your hand those looks same at one pistol, its hard to explain....
Realblood MP5:
This MP5 looks like a real, but magazine is weirded color, it has something white in it, but it doesn´t matter.
Realblood M4:
This M4 is same as regular, but there is a few nice shining part on the M4.
Realblood M3:
Nice metal shiny skin with wooden polishing and nice black flashlight.
Realblood Sniper rifle:
This rifle has nice gray color and scope has orange lens.
Realblood Hand Cannon:
Same as the regular Hand Cannon.
Speddmnsniper crosshair download here.
You hit allways whit that crosshair, because it is so clear and you can see it very clearly every place and you dont have anything useless stuff front of you as you can see.
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