Unreal Fortress
Manual and Documentation
Introduction to the Unreal Fortress Manual
This document is meant to cover the basics of Unreal Fortress game play, and inclusions. All game specific information will be included in order to allow those new to this gaming experience a quick reference point for learning what this mod is, and how to use the new inclusions that it supplies. In addition to providing information to new users, it is hoped that this document will provide a one-stop reference tool for the more experienced UnF gamer as well.
This documentation is comprised of the following categories:
Unreal Fortress (UnF) is a total conversion modification of Epic Games' Unreal Tournament. You can download it free of charge from the Internet, although you'll need a copy of Unreal Tournament to play.
Unreal Fortress is a class-based mod, based on the original Quake I Fortress. "Class based' means that the player (you), can choose between different kind of players. Each kind has certain unique skills, but also has setbacks to keep things in balance.
An example is the ‘Heavy Gunner’. He has a big Mini-Gun, and is extremely strong. U would say, he is the best class around, but he is very slow, and is hard to maneuver. He is strong, but also very slow, which makes him less of an advantage.
The Unreal Fortress mod stars 9 different classes, all with different skills, and different tasks. Each class also includes specific weapons directed towards the profession of that class. These weapons will be discussed later in this document.
In addition to having a variety of
character classes, UnF also includes three different types of game play. These add a large amount of variety to the
game since the goals for Unreal Fortress are dictated by the game type that is
chosen. Unreal Fortress has five
different 'game types':
These game types will be discussed in depth
later in this document.
This mod is made by an excellent team of
programmers, modelers and skinners, all under the devoted leadership of Azm0. The whole team is listed on the
official site, www.UnrealFortress.com.
Unreal Fortress contains not one game type but five! These are not subtle variations of each other but five distinct game types. Each game type has its own goals, and strategies. Each of the game types will be listed here, along with a basic description of the goal that applies to that game type.
What
is Modified Capture the Flag
This game type is based on the standard “Capture the Flag” rules found in Unreal Tournament. There are some basic modifications, though, so “Capture the Flag” gamers should still read this section in order to familiarize themselves with the modified rules.
Goal
The goal of this game is to capture the enemies’ flag and transport it to a “capture point” on the map. This “capture point” may be the location of your teams’ flag, or an entirely separate location. (The ability to create a “capture point” separate from the location of the team flag is the main variation and the most confusing point for new players.)
Each time a flag is transported to the “capture point” the team is awarded 10 points.
If the flag is dropped while being transported, the attacking team will have a specified number seconds to retrieve it. (The default is 60, but individual maps can alter this.) If after the allotted number of seconds the flag remains where it was dropped, the flag will automatically be transported to its’ original starting location. The defending team, unlike in Unreal Tournament CTF, can not pickup their own flag in order to return it to their base. Instead, they must guard its’ new location for the duration of the allotted time, at which point it will return to the original location.
The first team to reach the predetermined score is the winner, or if the time limit runs out, the team with the higher score wins...
What
is Command Point
This game type is similar to the standard “Domination” game type for Unreal Tournament. There have been some fairly major changes however, to adapt that game type to Unreal Fortress.
Goal
In this game type your team has up to four flags which must be placed transported to “capture points” around the map.
Once you have placed one of your team flags in a “capture point” that point is considered controlled by your team. If an enemy places their flag on a capture point held by you, then your flag will automatically return to your base, and that “capture point” will be considered lost.
When transporting a flag it should be noted that your character will move slower than unencumbered characters. Also, if the flag is dropped while being transported, the attacking team will have 30 seconds to retrieve it. If after 30 seconds the flag remains where it was dropped, the flag will automatically be transported to its’ original starting location.
Once your team simultaneously controls all four “capture points”, a capture point is awarded, and all flags will return to their original starting locations. The game ends when one team reaches the capture limit, or when the time is up with one of the teams in the lead.
What
is One Flag
The name says it all really, anything up to 4 teams, but just one flag to fight over. These matches tend to be particularly bloody and appeal to the death matcher in all of us. You are going to need your teams help to win with this game type.
Goal
As stated above, in this game type there is only flag for both teams to capture. To score you must capture the flag, and transport it to your “capture point” which is controlled by the enemy. Each time you transport the flag to the “capture point” successfully a score is recorded.
The game ends when one team reaches the capture limit, or when the time is up with one of the teams in the lead.
Strategies
As this game type can be very harsh to new comers, here are some basic strategies to be successful at the game.
- What is the best approach to playing One
Flag?
The biggest mistake that the most players make is, they play OF like a CTF or
Command Point Game, but there is one big difference between those types. In OF
both teams can take the flag while CTF and Commando Point Flags always belong
to one Team. So the most important thing is: once you have the flag, take care
of it. You have to act as team otherwise the enemies defense will kill you easily
and the flag is gone!
Another thing is that you shouldn’t play using the standard CTF offence and defensive patterns. Offence and defense must be seen differently when playing OF. To be successful at OF you must view these strategies as periods of the game. You can compare it to Football, (Soccer for the Americans), or any other ball game. Offence is always when your team has the flag and defense is when the other team has the flag. There are also small periods when no one has the flag, which should also be viewed as an offence for both teams.
- What
do I do when nobody has the flag?
If you have chosen to play as a light class, (classes will be explained later
in this document), try to retrieve the flag as fast as possible.
If you have chosen a heavy class you should support the light classes (killing enemies that try to get the flag) or get the flag yourself if you can.
If you have chosen a class that is sole defensive in nature, (armourer), you should build up a stationary defense, (explained below), in the rear of your capture point or at another location that has good strategic defensive possibilities.
- What
do I do when I get the flag?
The first reflex for most players is to rush the enemy base immediately and attempt to score the flag “commando style”. Do not do this! Doing so will only allow them to kill you in no more than a few seconds, and retrieve the flag for themselves. It is better to go back to your own base to wait for backup (assuming there are no enemies are there).
Once you have some backup, let them do their job, (explained below). Your job is only to hold the flag, and walk a safe distance behind your attackers. Let them fight the battles, and thus allow you to survive and score the flag once the enemies defense has been broken.
If you are playing the wrong class to be carrying the flag, simply pass the flag off to a class more oriented to the job.
- What
when my mate has the flag?
If you are not part of the stationary defense, (see below), you can either cover the flag carrier, (heal him up as a medic), or help break through the enemies defenses in order to allow the flag to be scored. You may have to sacrifice yourself to allow your teammate to score the flag, do not hesitate to do so.
- The
enemy has the flag, what now?
It’s time to play defense! If a lonely ranger has the flag, kill him and get it. If it is a heavy attacker, gather at a good spot and wait for them, or join the stationary defenses. There are two goals: prevent the enemy from scoring the flag and to get the flag back.
-
What is Stationary defense?
This is the backbone of your team! If
everything is going wrong, they are there to keep the other team from winning.
You can compare their job to the keeper in football (soccer). The stationary defenses
are usually comprised of armourer or heavy classes. Their job is to secure the “capture
point” and to prevent the enemy from scoring. They never leave the base, and
try to keep it secure at any time (including when your own team has the flag).
You should have about 2 Players in stationary defense, although it depends on
the map, tactics, and how many players you actually have. You should try and create a strong balance
between the stationary defense team, and the assaulting team in means of class
strength. Many people put all strong
players on defense which does not allow any strength for the players attempting
to score… be careful to no make this mistake.
What class is the best play with OF?
There is no “best class”. Classes depend
on the role that you wish to play. Take
a fast class, (ranger/medic/arsonist), if you wish to be used as a flag carrier. Use arsonists, saboteurs, commandos, or demolitionists
if you wish to be used as an attacker to break through defenses. For covering
the flag carrier, use a heavy class or a medic. And as stationary defenses, you
should use an armourer or a heavy class.
What
is Objective Assault?
Based on the famous Unreal Tournament game type of assault, this mode requires your team to successively advance through the map by completing predetermined tasks. At each stage you will find your enemies trying their hardest to prevent you from moving forward.
Goal
This game type is played in two stages with the teams swapping after completion of all tasks or the expiration of the time limit. The team that completes the tasks in the quickest time wins.
What
is Escort?
This game type, (known as "Hunted" in other Team Fortress style games), is an old favorite, and very popular among gamers. As a bodyguard, you must protect a VIP. from the team of assassin's out to kill him. The VIP is weak and your protection is vital for his escape.
Goal
The goal is simple… protect the VIP, keep them alive, and enable them to escape. Your team will score each time that the VIP escapes successfully.
Unreal Fortress includes 9 separate classes. Each class has a unique set of skills, weapons, and equipment. Understanding these classes is vital to being successful at this game, and creating balanced and powerful teams.
This section will list each of the classes and specify what that class includes.

Character
Name - Malcolm Killingworth
Character BIO –
Born
in Great
Son
of lower-class factory workers who emigrated from the
Misrepresenting
his age, Malcolm enlisted in the Army at age sixteen as his only viable income
source. Exceptional ability with mechanical engineering led to a quick rise
through the ranks of Royal Army Engineer Corps as a combat engineer. Malcom
often publicly voiced disapproval of the Government's decision to end the Second
Falklands War prematurely, as a result he was charged with insubordination and
sedition. To avoid these charges, Malcom decided to go AWOL. His whereabouts
over the next two years were unknown. After two years of mystery, Malcolm resurfaced
as a mercenary. In the years since, Malcolm has been known to have worked as a
combat engineer and/or special advisor with a number of prominent
paramilitaries, terrorist groups, and rebel armies, including Crimson
Liberation, the KPLA, and Iron Tiger.
Class
Information
The
Armourer is the defensive core of any Unreal Fortress team. Utilizing a variety
of sophisticated mechanical and electronic devices, the Armourer can rapidly fortify
almost any area. All the Armourer's defensive devices differentiate between
friendly and hostile soldiers via the signals emitted from subcutaneous ID
chips implanted in every Unreal Fortress soldier.
Armor – 50
Health - 80
Max Armor - 50
Max Health – 80
Speed - Average
The Armourer
comes equipped with:
Sentry Gun Security Camera Spanner
Assault Pistol Laser Trip mine
Jackhammer Motion Sensor
Dispenser Frag Grenade
Character Name - Hans
Henssler
Character BIO –
Born
in Neu
Parents
unknown.
Hans
left his school and home at the age of fifteen, and proceeded to join a group
of squatter anarchists in the Warschauer District. He was arrested numerous
times for increasingly serious crimes, leading to a felony conviction for arson
and murder for which he was sentenced to life imprisonment. He is the only prisoner on record to have
escaped from Wahnfried maximum-security penitentiary. After escaping he shortly
joined Todesanzeige ("Obituary"), a self-styled "army" of
ultra-violent leftists responsible for numerous terrorist attacks on prominent
politicians in Neu
Class Information –
The Arsonist, as this class is "affectionately" known, utilizes a
wide variety of flame-based weaponry to incapacitate enemies. Fitted with a
flame-retardant suit, the arsonist can create walls of flame to incinerate both
enemy soldiers and defensive emplacements.
Armor – 150
Health - 100
Max Armor - 150
Max Health – 100
Speed – Pretty Fast
The
Arsonist comes equipped with:
Flame Thrower
Assault Pistol
Napalm Grenade
Fragmentation Grenade
Smoke Grenade
Combat Knife
Character Name - Liam
McKellan
Character
BIO –
Born
in
Father
an independent advertising executive for major distillery accounts.
Mother
a network engineer for Wiranto Bank of
Liam
exhibited numerous disciplinary problems as a youth, dropping out of school at the
age of sixteen. After dropping out of school, he became the lead singer for
Glaswegian neo-punk band Retribution until he was forced to enlist in the Army
under the Republic's mandatory military service requirements. While in the
military, Liam exhibited extreme aptitude for field rocketry and ballistics. Despite his inept abilities, Liam still had
problems with authority. It was not long
before Liam was cited for numerous Army Code violations, leading to a
court-martial and dishonorable discharge. Unable to find a job in the civilian
world, he parlayed his military knowledge into mercenary work for the Ukrainian
government in their latest action in
Class Information
The
Commando forms the backbone of the Unreal Fortress assault team. Specializing
in the latest portable rocketry and guided missile technology, the commando
combines offensive power and mobility.
Armor – 200
Health - 100
Max Armor - 200
Max Health – 100
Speed - Slow
The Commando
comes equipped with:
Rocket Launcher
SMG
Nail Grenade
Fragmentation Grenade
Combat Knife

Character
Name - Magnus
Lagerqvist
Character
BIO –
Born
in
At
age eight, Magnus witnessed the death of his family and 55 other passengers on
a high-speed maglev train crash. Following the tragedy, Magnus suffered a
massive nervous breakdown, with severe outbursts of antisocial and violent
behavior. State institutionalization in
Class
Information
The
Demolitionist plays a number of roles, providing long-range heavy fire support
with a portable mortar. Additionally, this specialist works alongside frontal
assault teams by breaching fortifications with explosive charges.
Armor – 120
Health - 90
Max Armor - 120
Max Health – 90
Speed –
The Demolitionist
comes equipped with:
Mortar Grenade Launcher
Assault Pistol Claymore Mine
Combat Knife Fragmentation Grenade
Demolitions Pack

Character
Name – Hishiam
bin Nasreddin al-Rasheed
Character
BIO –
Born
in Hanan, Emirate of Khobar.
As
the thirteenth Crown Prince, he had no realistic chance of inheriting the
throne; his elder brothers had already occupied choice governmental and
military positions by time of his majority. Hishiam was sent to medical school
in the Eastern American States, where he was brilliant but unfocused, becoming
involved in two well-publicized scandals in high social circles. Following the
scandals, Hishiam was taken out of med school while still in his first year by
the Emir to avoid further shaming the family. Following his removal from
medical school, Hishiam was placed in the Emirate's Army Medical Corps. where
he quickly excelled in this disciplined environment. After a few years in the
Medical Corp. Hishiam transferred to the Bioweapons Research Division. While where his exact work in the Bioweapons
division was unknown, a leading role in neurotoxin synthesis research
suspected.
Class Information
The
Field Medic plays an indispensable support role, healing wounded comrades as
well as curing infections, putting out fires, removing caltrops and
tranquilizers, and tending to concussions on the field during the heat of
battle. As the team's medical aid, he recovers from fire, concussions,
tranquilizers, infections, and foot wounds quicker than the other classes. The
medic also adds an important offensive capacity to the UnF team by unleashing
virulent biological warfare agents, which he himself is resistant to, among
enemies.
Armor – 100
Health - 90
Max Armor - 100
Max Health – 90
Speed – Fast
The Field
Medic comes equipped with:
Bio Syringe Concussion Grenade
SMG Toxic Grenade
Fragmentation Grenade
Character Name - Julio
"Killer" Castillo
Character
BIO –
Born
in
At
age ten, his parents were killed as bystanders in separate gang war shootings
within a one-week period. He began boxing at age eleven at a local gym. Julio
was brought to the attention of Salvatore Carlucci, prominent trainer, who took
Castillo in as a foster son. He became the World Heavyweight Champion with a 15-0
(15 KO) record. He has since become known as "the most brutal fighter in
history." Quit boxing at the height of his young career to join the first
International Death Match tournament. In the tournament he killed five separate
individuals, and continued his name as a brutal fighter. He then left the tournaments to join the
Mexican Militia as a heavy gunner. He
fought with the Mexican Militia in its successful Second War of Independence
against the
Class Information –
The
Heavy Gunner provides massive firepower, using portable assault cannon. While
the extreme weight of the cannon slows the gunner down, the powered body amour
used to support it can repel or minimize the damage of many weapons. The heavy
gunner is also able to upgrade the sentry gun.
Armor – 300
Health - 200
Max Armor - 300
Max Health – 200
Speed – Very Slow
The Heavy
Gunner comes equipped with:
Assault Cannon Combat Knife
Assault Pistol M.I.R.V. Grenade
Fragmentation Grenade

Character
Name – Takano
Nakamura
Character
Bio –
Born
in
Father
a high-level Yakuza boss.
Mother
was killed in the Chinese assault on
Takano
received full initiation into the Yakuza mafia at an early age, having
distinguished himself in assisting the local prefecture boss in day-to-day
operations of gambling, prostitution, and extortion rackets. As with most
Yakuza, he turned primarily to resistance activities after the Chinese
invasion. In his work with the resistance he was trained to become fully
proficient with all major sniper rifles. In the Samurai tradition, he spent
three retreats with late Zen Master Shinji Suzuki for mental training to aid
his sniping proficiency. Takano was widely assumed to be the assassin of the
prominent Chinese general Tsung-Tao Chu and the first Chinese military dictator
of
Class Information
The
Marksman provides essential cover fire for advancing offensive units, utilizing
stealth and extreme accuracy to pick off enemy targets from a safe distance.
The marksman also acts as a vital part of any defensive team, taking out
enemies before they can infiltrate fortifications. The marksman is also able to
upgrade the sentry
gun.
Armor – 50
Health - 90
Max Armor - 50
Max Health – 90
Speed –
The Marksman
comes equipped with:
Sniper Rifle
Assault Pistol
Fragmentation Grenade
Combat Knife

Character
Name – Derek
Holt
Character
BIO –
Born
in
Father
and mother career military. Father is currently Commandant of Norfolk Naval EMP
Weaponry School; mother is Master Chief, Navy Judge Advocate General Corps.
Derek
graduated top of class at the
Class Information -
The
Ranger stands at the vanguard of the Unreal Fortress team, scouting out enemy
positions, acting as a forward observer, and performing dangerous solo missions
requiring speed and stealth.
Armor – 50
Health - 90
Max Armor - 50
Max Health – 90
Speed – Very Fast
The Ranger
comes equipped with:
Scanner Flash Bang Grenade
SMG Concussion Grenade
Laser Targetter Caltrop Grenade
Combat Knife
Character Name – Gennady Maslov
Character
BIO –
Born
in
Son
of famed Russian general Leonid Maslov, "the Scourge of Kiev."
Gennady
graduated top of class from the
Class Information
The Saboteur's primary mission is to infiltrate enemy bases, eliminate key
enemies, and destroy defenses. Combining stealth, disguise, and technical
knowledge, the saboteur can easily wreak havoc in enemy compounds and slip away
undetected. In addition to being able to disguise him- or herself as a
different team and/or class, the saboteur can feign death to trick enemies. The
saboteur is also able to upgrade the sentry gun.
Armor – 90
Health – 100
Max Armor - 90
Max Health – 100
Speed – Pretty Fast
The Ranger
comes equipped with:
Saboteurs Knife Fragmentation Grenade
E.M.P Rod EMP Grenade
SMG Tranquilizer Pistol
Unreal Fortress includes 11 separate weapons. Each weapon functions differently from each other, and has differing amounts of damage. Understanding these weapons, their functionality, and timing, is vital to being successful at this game.
This section will list each of the weapons, and the functionality they provide.
Full
Name -
The
Wellington G70 assault cannon fires 20mm self propelled, armor-piercing rounds
with depleted uranium cores. The rounds have a never before seen accuracy due
to their in-built intelligence and ability to control their own trajectory.
While the G70 can be aimed and fired by one person, its extreme weight
nevertheless requires the use of a specialised powered exoskeleton/body armour combo. The G70
has an electrically powered firing mechanism and computerised targeting system
resulting in a fiercely powerful weapon.

Available
To:
Heavy Gunner Class
Full
Name - Rietti
AP50 semi-automatic Pistol
The
.50 caliber Rietti AP50 semi-automatic pistol has a ten-round magazine and two
firing modes: single shot and a three-round burst for maximum firepower;
there's a longer delay between firing bursts than single shots. The lightweight
ammo enables a high rate of fire, improved accuracy, minimal recoil, and the
ability to fire from any position. The AP50 has a sealed outer housing,
allowing immersion in water.

Available To:
Demolitionist
Class
Marksman
Class
Heavy
Gunner Class
Arsonist
Class
Armourer
Class
Full
Name – Standard Issue Combat Knife
This
carbon-reinforced alloy blade with an ergonomic handle is lightweight yet
incredibly strong. The razor-sharp, serrated edge easily inflicts severe
wounds when employed by a trained user.

Available To:
All
classes except
Armourer
Class
Field
Medic Class
Saboteur
Class
Full
Name - IOX
F550 Flame Thrower
The
IOX F550 flame thrower is a portable antipersonnel weapon that sprays and
ignites a stream of jellied fuel expelled with compressed gas. In
secondary mode, the flame thrower launches bursts of napalm short distances.
These adhere to solid surfaces and then ignite when exposed to flame or weapons
fire.

Available To:
Arsonist
Class
Full
Name – GRX500 Hardwired Grenade Launcher
The
grenade launcher has a six-round capacity and lobs high-explosive shells in
arced trajectories, inflicting severe damage on impact. The longer the
Demolitionist holds down the trigger, the farther a grenade will fly.

Available To:
Demolitionist
Class
Full
Name – Rl50 JackHammer Shotgun
The
Jackhammer has twelve shot capacity and two firing modes. Primary fire
fires like a typical shotgun, while secondary fires raises the gun up some and
fires with a little less spread making it more accurate.

Available To:
Armourer
Class
Full
Name -
The
Demolitionist can set up
one M300 mortar per life. The firing of the mortar is controlled by a team mate
playing either the Ranger or Marksman classes and control is allocated
utilising the in-built class menu. The shooter selects a target with the laser pointer and the
mortar then unloads five highly explosive rounds at the painted target at a
rate of 1.5 shells per second. Due to a design flaw, the M300 disables itself
for 20 seconds to allow the barrel to cool after firing 5 shells. The M300 is
susceptible to weapons fire.

Available To:
Demolitionist
Class
Full
Name - Kindler
& Hikari
RMP Rocket Launcher
The
Kindler & Hikari RMP rocket launcher has a four-round capacity and two
firing modes. Primary mode launches a single fire-and-forget rocket with
a large blast radius. Secondary mode (alt-fire) switches the rocket to
guided mode, in which it can lock onto a human target's infrared signature.
Target acquisition normally takes a few seconds.

Available To:
Commando
Class
Full
Name - Rietti
S50 submachine gun
The
Rietti S50 submachine gun has two firing modes: three-round burst for maximum
accuracy, and full automatic for maximum sustained firepower. By
utilizing the latest .50 caliber ammunition, the S50 can hold a full clip of
high-caliber rounds while maintaining low weight and ease of maneuverability.
This ammunition also enables a higher rate of fire, improved accuracy and
minimal recoil The S50 has a sealed outer housing, allowing immersion in water,
and it uses an electrical charge to fire the rounds.
C50 Compressor
The
Saboteur uses the Rietti
with the C50 compressor for stealth operations. This makes the Rietti's shots
imperceptible to human hearing.

Available To:
Ranger
Class
Field
Medic Class
Commando
Class
Saboteur
Class (With C50 Compressor)
Full
Name - Kern
S11 Sniper Rifle
The
Kern S11 sniper rifle has a ten-round magazine, 4X and 8X zoom stops, and a
laser targeting dot/narrow-beam spotlight combo. Utilizing a classified
technology, the rifle can fire .50 caliber armour-piercing rounds at velocities
previously unobtainable by a rifle. To achieve maximum projectile velocity, the
rifle must first be charged for a few seconds before firing. The rifle also has
a secondary semi-automatic firing mode for close combat. In secondary mode, the
rifle fires more quickly, but hits inflict less damage.

Available To:
Marksman
Class
Full
Name - Kosch
T4 Tranquiliser Gun
The
Kosch T4 tranquiliser gun fires a small dart containing a toxin from a 4 dart
clip. The toxin within the dart interferes with the victim's nervous system,
within seconds movement is extremely difficult and the muscle spasms prevent
the victim from moving at any appreciable speed. Due to the Holtan convention
regarding the use of toxins in war, the effect only lasts a few minutes. The
highly lubricated firing mechanism makes this a quiet, stealthy weapon.

Available To:
Saboteur
Unreal Fortress includes 13 separate equipment devices. Each equipment device is different from another, and can only be used by certain classes. These equipment devices can perform a wide variety of powerful and useful functions, and can be very beneficial when used correctly. This section will discuss each of the equipment devices, their functionality, and the classes to which they apply.
Full Name – Varies according to type of ammunition
The
Unreal Fortress ammo pack is a reinforced heavy-duty backpack containing a full
assortment of the standard ammunition types used by Unreal Fortress
troops. It also contains metal used by the Armourer to build the sentry gun and dispenser.

Available To:
All Classes
Full
Name – Biological Syringe
The
field med kit features a standard array of first aid and emergency field
surgical implements. It also contains a transdermal injector (pictured
above) to heal teammates or inject a highly communicable toxin into enemies.
This toxin is composed of genetically engineered microscopic phages that inject
their DNA into a host's red blood cells, reproducing inside the cells and
destroying them. The toxin causes rapid hemorrhaging and death if the
antidote (also provided in the kit) is not quickly administered. All UnF
forces are inoculated against the toxin before entering the field to prevent
accidental cross-infection from enemy contact.

Available To:
Field
Medic Class
Full Name – Teflon 2401 Body Armor
The
Unreal Fortress body armor features plates fashioned from a lightweight but
highly resilient polymer that absorbs and redistributes the force of most
lower-caliber projectiles, shrapnel, and edged weapons. It also helps
prevent the blunt force trauma associated with impacting projectiles. Body
armor increases a player's armor rating by 100 points up to the class' maximum.
It can be repaired with the armourer's spanner.

Available To:
All
Classes
Full Name – Thyrinde Neonite
Tryston Demolition Pack
The
demolitions pack is a high-powered explosive device used for breaching
obstacles in enemy fortifications. The demolitions pack's integral timer has
delay settings of 5, 20, 50, or 255 seconds and takes 4 seconds to set. Unlike
shaped breaching charges, the demolitions pack explodes in all directions, so
finding hard cover well away from the blast is imperative. Be aware that the Ranger Class can disable
the pack.

Available To:
Demolitionist
Class
Ranger Class can disable this
device
Full Name – Munitions Dispenser
The
munitions dispenser is created with metal from the ammo pack. The
dispenser creates backup body armour and ammunition
for teammates away from base armouries. The armourer receives a warning
signal when enemies attempt to access the dispenser, allowing for remote detonation.
The dispenser is repaired with the spanner. Damage is visible
in the form of black smoke.

Available To:
Armourer Class
Full
Name - Electromagnetic
Pulse Rod
The
Electromagnetic pulse rod allows a saboteur to instantly disable and disarm
enemy defenses, including the sentry gun, motion sensor, laser trip mines and remote security cameras.

Available To:
Saboteur
Class
Full
Name – Med369 Med Pack
The
health pack is found inside bases and is used to heal wounds from battle.
Unlike the Field Medic's med kit, the health pack is
not portable. It's used by touching it.

Available To:
All
Classes
Full Name – Mortar Enabling Laser Pointing Device
The
Ranger and Marksman use the pointer to
call in mortar strikes from the
demolitionist who selected him as the shooter.

Available
To:
Ranger Class
Marksman Class
Full Name – Motion Detecting Sensor Device
The
motion sensor emits an audible warning when enemy troops enter its scanning
radius. The sensor will not detect disguised saboteurs, and it may be disabled
by one.
The motion sensor can
be destroyed with heavy damage.

Available
To:
Armourer Class
Full
name – Hand Held Intelligent RADAR Device
Using
a combination of sophisticated infrared and electromagnetic detection
electronics, the Ranger's scanner is a hand-held device capable of pinpointing
enemy positions within a substantial spherical scan radius.

Available To:
Ranger
Class
Full
Name – DeVries Optics SecureCam
The
DeVries Optics SecureCam is an advanced video surveillance camera. Use of the
camera requires an active munitions dispenser, where
the signal is processed and encoded. It's then transmitted to a miniature
receiver in the armourer's goggles, where it appears as a live image in his
HUD. The armourer can toggle the camera output on and off.
The
security camera can be destroyed with heavy damage.

Available To:
Armourer
Class
Full Name - Honeywell Parameter Protection Device
The
sentry gun, or SG, is an automated floor-mounted weapon with integrated motion
detectors. The SG can be remotely detonated by the armourer as a last-ditch
booby trap. It's repaired and reloaded with the spanner. The sentry costs
40 pieces of metal to build (found in the ammo pack), and it begins
with a minigun on the right side. The sentry has limited ammo inside it when it
is built, and more has to be added by an armourer by hitting it with the
spanner. Each hit with the spanner adds 25 of each of the following:
shells
(for minigun)
rockets (for rocket launcher)
napalm (for flamethrower)
The
sentry can be upgraded by any team armourer to carry any combination of the
following guns: minigun, rocket launcher and flamethrower. Upgrade costs 30
"metal." This is done via the class menu or by specific binds. So, a
sentry can be configured to carry one minigun and one rocket launcher, or two
miniguns, or two flamethrowers, etc.
Removing
guns is also done via the class menu. If the gun carries two guns of the same
sort, the right-side gun is removed first. The armourer receives no metal from
removing the gun. Note that other team armourers may add guns to any team
sentry gun, but only the builder of a particular sentry gun may remove a gun
from it.

Available
To:
Armourer Class
The sentry can also be modified in
the following manner:
The
saboteur can modify the
sentry to be able to spot and fire at a disguised enemy saboteur. The chance of
spotting increases over time.
The heavy gunner improves the
sentry's rate of fire.
The marksman improves the
accuracy, making the sentry spread its shots less widely.
Modifications
to a single sentry can only be made once by each class, although players may
upgrade as many different team sentries as they like. To modify the sentry, the
player of the appropriate class has to move near the sentry and access the
class menu.
Full
Name – Wrench
The
spanner, or wrench, is constructed of high-carbon tempered steel for strength
and durability. It's used to repair the munitions dispenser and
repair and reload the sentry gun. The spanner is
also used to repair other players' armour. Because of its
great weight, the spanner can also be used as a melee weapon.

Available
To:
Armourer Class
In addition to the above weapons and equipment devices, Unreal Fortress also includes 12 types of grenades and other explosives. Each weapon functions differently from each other, and has differing amounts of damage, and is limited to certain classes for usability. Understanding these weapons, their functionality, and timing, is vital to being successful at this game.
This section will list each of the grenades and explosive devices, and the functionality they provide, as well as the classes that have access to them.
Full
Name – Caltrop
Caltrops are lightweight, hardened alloy spikes with multiple razor-edged prongs; regardless of how the caltrops land, one prong will always face upwards. The prongs penetrate all known military footwear to injure and slow pursuers.

Available
To:
Ranger Class
Full Name – Claymore Mine
The
Pix MkV claymore is small, brick-shaped device that can be placed on the ground
or mounted on a wall. When remotely detonated, it explodes in one direction,
hurling five hundred pieces of metal shot in an arc. It has an effective range
of 50m.
The claymore can be
destroyed with heavy damage.

Available To:
Demolitionist Class
Full Name – Virex Concussionary Grenades 156A
The concussion, or
conc, grenade emits an ultra-high frequency shock wave that temporarily causes
severe impairment of neuro-muscular coordination and balance in anyone caught
in its blast radius.

Available To:
Ranger
Class
Field
Medic Class
Full Name - Electromagnetic Pulse
Grenade
The
E.M.P. (electromagnetic pulse) grenade emits a shock wave that destroys the
following items within four meters of the blast: laser trip mine, motion sensor, remote security camera and claymore mine.
The
E.M.P. will also disable a munitions dispenser or sentry gun within about
four meters of the blast.
However,
the dispenser, and mortar, will be destroyed
if they are within about two meters of the E.M.P. blast.

Available To:
Saboteur
Class
Full
Name – Flash and Bang Grenade Device
The
flash bang grenade detonates with minimal explosive force, instead producing a
high-decibel bang and extremely bright flash intended to temporarily blind and
disorient opponents. Be sure to turn away from the blast and warn teammates
before throwing one in their vicinity.

Available To:
Ranger
Class
Full Name – Fragmentation Grenade Device
High-power
fragmentation grenade. Features a three-second delay before it detonates,
causing serious damage to targets within a four-meter radius.

Available To:
All
Classes Except Ranger Class
Full Name – Honeywell Laser Perimeter
Protection Device 432BX
The
laser trip mine attaches to hard surfaces and when activated directs an easily
overlooked laser beam at opposing surfaces. When the beam is broken by
passing troops, the mine detonates with powerful force. These mines can
be disarmed by a saboteur.

Available To:
Armourer
Class
Full
Name - Multiple
Independent Rocket Vehicle Grenades
The
M.I.R.V. (Multiple Independent Rocket Vehicle) grenade explodes after its timed
fuse runs out, as with a standard fragmentation grenade. Then the initial
explosion disperses a number of miniature grenades, which then explode
independently.

Available To:
Heavy
Gunner
Full Name – Nail Grenade
When
the nail grenade hits the ground, pressure switches activate it, causing it to
bounce a meter off the ground and spray razor-sharp alloy flechettes in a flat
circular pattern. After all flechettes have been released, the grenade
explodes.

Available To:
Commando
Class
Full Name – Napalm Incendiary
Grenade
The
napalm grenade sprays jellied fuel in a circular pattern. Chemical catalysts
cause the napalm to ignite after a few seconds of contact with air or water.

Available To:
Arsonist
Class
Full
Name – Smoke Grenade
The
smoke grenade creates a temporary obscuring haze to cover movement and block
enemy lines of sight.

Available To:
Arsonist
Class
Full Name – Toxic Biochemical
Grenade
The
toxic grenade releases a neurotoxic gas. Players entering the cloud will suffer
severe, continued injury as long as they stay within the cloud.

Available To:
Field
Medic Class
There are three
ways for a hardcore gamer to get the most out of their configuration when
playing Unreal Fortress.
1)
Unreal
Fortress provides a custom key bindings screen which allows you to set up specific
keys for each class.
2)
Unreal
Tournament provides the ability to set up a limited number of aliases
3)
Unreal
Tournament provides an "exec" command for executing text files
containing console commands
The Key bindings screen
How it works
The Key bindings screen allows you to configure
keys for each class as well as keys that are bound for all classes. Within the user interface shown below you can
see that there is a tab for each class plus a common tab. The interface itself is simple to use and operates
in the same way as the Unreal Tournament controls window, simply click on the
command to bind and then click the key to bind the command to.

The code within unreal fortress always executes the
common key bindings first followed by those for the class you have spawned
as. This operation takes place each time
you spawn. This means that you can override
a common key binding for one particular class.
To provide an example, you may bind mouse button 2 to alt-fire in the
common tab making it bound for all classes, you may then choose to bind mouse
button 2 to zoom in the marksman tab.
This means that mouse 2 would be alt-fire for every class except
marksman.
Files
The key bindings screen uses ini files held in the
UnrealTournament\System directory to hold your key bindings. There is one for each class, e.g.
Commando.ini, Demolitionist.ini. There
is also one additional ini file named common.ini which contains those key
bindings relevant to all classes.
Each .ini file holds 50 commands which means that
you can set up to 50 commands for all classes plus an additional 50 commands
relevant to each class.
The files are plain text and structured as follows:
bindings[0]=(bindname="Build
Sentry",Command="BuildSentry",Key="S")
bindings[1]=(bindname="Build Dispenser",Command="BuildDispenser",Key="D")
bindings[2]=(bindname="Build
Camera",Command="PlaceCamera",Key="C")
...
...
bindings[49]=(bindname="",Command="",Key="")
Each line is structures as follows:
bindings[0]=(bindname="Build Sentry",Command="BuildSentry",Key="S")
heading Command Key
in window bound
You can add new commands at your leisure directly
to the ini files and they will appear in the key binding’s window as soon as
you return to it.
Aliases
Files
Unreal Tournament provides the ability to set up 40
aliases, unfortunately 24 of these are taken by default Unreal Tournament
aliases which you shouldn't alter unless you really know what you are
doing. This means that you are limited
to a mere 15 custom aliases :(
The aliases themselves are held in the
[Engine.Input] section of a file named user.ini in the UnrealTournament\system
directory.
An example alias line is:
Aliases[0]=(Command="Button
bFire | Fire",Alias=Fire)
How to customise aliases
One of the most common aliases that people require
is one that allows you to Prime a grenade with one key press and throw the
primed grenade with another key press. I'll
provide an example of how you would set this up.
In this example I am using key 'x' for grenade 1
and 'y' for grenade 2
Step 1:
add these lines to your user.ini replacing the
default blank ones:
Aliases[25]=(Command="Primegrenade
1 | set input x Throw1",Alias=Prime1)
Aliases[26]=(Command="throwgren
| set input x Prime1",Alias=Throw1)
Aliases[27]=(Command="Primegrenade
2 | set input y Throw2",Alias=Prime2)
Aliases[28]=(Command="throwgren
| set input y Prime2",Alias=Throw2)
Step
2:
bind the initial Prime aliases to their appropriate
keys using the key binding’s utility.
Find
these lines in common.ini
bindings[11]=(bindname="Grenade
1",Command="primegrenade 1|onrelease
throwgren",Key="")
bindings[12]=(bindname="Grenade
2",Command="primegrenade 2|onrelease
throwgren",Key="")
Alter them to
bindings[11]=(bindname="Grenade
1",Command="prime1",Key="x") bindings[12]=(bindname="Grenade
2",Command="prime2",Key="y")
That's it! (see not too bad even for
QWTF'ers ;)
Exec Command
How to use it
I've not seen this command mentioned anywhere on
the web so I wonder how many people actually know about it. TF players have long been used to the fact
that they can execute files full of typed commands. Unreal Tournament also has this ability and
it works in precisely the same way as on other engines.
Create a file in your UnrealTournament\system dir,
you can name it whatever you like. I'll
use test.cfg for this example.
Type in it a couple of console commands like:
say
"I'm a lumberjack"
say
"and I'm ok"
Now go to the UnrealTournament console and type:
exec test.cfg
You should see:
Player:
I'm a lumberjack
Player:
and I'm ok
appear in the chat window.
Links
Epics documented console commands
http://unreal.epicgames.com/Console.htm