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 – The Basics
  • Game Types
  • Classes
  • Weapons
  • Equipment
  • Grenades and Explosive Devices

Unreal Fortress – The Basics

 

 

What is Unreal Fortress?

 

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':

  • Modified Capture the Flag
  • Command Point
  • One Flag Capture
  • Objective Assault
  • Escort

 

These game types will be discussed in depth later in this document.

Who Made This Mod?

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 - Game Types

 

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.

 


Modified Capture the Flag

 

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...

 


Command Point

 

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.


One Flag

 

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.

 


Objective Assault

 

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.

 


Escort

 

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.

 


Classes

 

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.


Armourer Class

Character Name - Malcolm Killingworth

 

Character BIO –

 

Born in Great England.

Son of lower-class factory workers who emigrated from the Caribbean.

 

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


Arsonist Class

 

Character Name - Hans Henssler

 

Character BIO

 

Born in Neu Berlin Freistadt.

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 Berlin. He is currently the suspected killer of Dietrich Schubeck, Todesanzeige's de facto leader. He recently resurfaced as a cell leader in the Czech People's Front, and is suspected in numerous fire bombings of Slovak militia units and politicians.

 

 

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


Commando Class

 

Character Name - Liam McKellan

 

Character BIO –

 

Born in Glasgow, Scottish Republic.

Father an independent advertising executive for major distillery accounts.

Mother a network engineer for Wiranto Bank of Singapore, Edinburgh Branch.

 

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 Moldavia.

 

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

 


Demolitionist

Character Name - Magnus Lagerqvist

 

Character BIO –

 

Born in Karlskrona, Sweden.

 

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 Stockholm followed.  Magnus was the first to undergo Dr. Nils Lundberg's controversial neurotherapy treatment for severe psychosis. The psychos not only allowed Magnus to regain basic functional abilities, but also exhibited created an increase in mental acuity, with a genius-level IQ. Unfortunately, his violent tendencies were inadvertently increased as well.  Shortly after the psychosis was completed, Magnus escaped from the institution by creating a high-powered bomb out of pilfered cleaning products while on a re-socialization assignment which he exploded as a diversion. Two guards and five staff members were killed in the explosion. After escaping, Magnus turned to freelance criminal and terrorist activities often involving previously unknown explosives, presumably of his own devising.

 

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 – Normal

 

The Demolitionist comes equipped with:

 

Mortar                         Grenade Launcher       

Assault Pistol                Claymore Mine

Combat Knife               Fragmentation Grenade

Demolitions Pack


Field Medic Class

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


Heavy Gunner Class

 

Character Name - Julio "Killer" Castillo

 

Character BIO –

 

Born in Los Angeles State's Quarantine Zone 121. Due to "quarantined" Underclass status, reliable records of his early years and parents unavailable; data from this period stems from Castillo's later press interviews.

 

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 Texas Republic.

 

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


Marksman Class

Character Name – Takano Nakamura

 

Character Bio –

 

Born in Kobe, occupied Japan.

Father a high-level Yakuza boss.

Mother was killed in the Chinese assault on Tokyo.

 

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 Japan, Li Cheng. He has since become hailed by the Japanese resistance as a "great cultural hero."

 

 

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 – Normal

 

The Marksman comes equipped with:

 

Sniper Rifle

Assault Pistol

Fragmentation Grenade

Combat Knife


Ranger Class

Character Name – Derek Holt

 

Character BIO –

 

Born in Baltimore, Maryland, Eastern American States.

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 EAS Naval Academy. Following graduation, he served a tour in the Caribbean War and was awarded the Naval Distinguished Service, Silver Star, and the Congressional Medal of Valor. Upon the conclusion of the war, Derek was transferred to the IGA Organization (formerly CIA). As a member of IGA, Derek functioned as a field operative in the Balkans, and later as an advisor to the Basque Separatist Front and Portuguese People's Party rebels. In these roles, he played a key role in their joint overthrow of fascist de Zaragossa regime of the Iberian Republic.

 

 

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

 


Saboteur Class

 

Character Name – Gennady Maslov

 

Character BIO –

 

Born in St. Petersburg, Greater Russian Federation.

Son of famed Russian general Leonid Maslov, "the Scourge of Kiev."

 

Gennady graduated top of class from the Petrov Military Academy's Special Warfare School. Following graduation, Gennady rapidly rose through the ranks of the military's espionage arm, coming to the attention of high officials in the KRS, successor to the Soviet Union's feared KGB of the 20th century. After coming to the attention of the KRS, he was quickly transferred to KRS service at the age of 26. As a member of the KRS, Gennady became a unit leader in Division Kemerovo, specializing in assassinations and sabotage. As unit leader, Gennady led eighteen successful missions against a variety of targets, most prominently multinational corporate security forces and research divisions. Unconfirmed reports have implicated his unit in the unsolved assassinations of the entire Board of Directors of biotech giant Henkel-Dazai, creating an international scandal.

 

 

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


Weapons

 

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.


Assault Cannon

 

Full Name - Wellington G70 Assault Cannon

 

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


Assault Pistol

 

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


Combat Knife

 

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


Flame Thrower

 

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

 


Grenade Launcher

 

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

 


JackHammer

 

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

 


Mortar

 

Full Name - Wilson M300 Mortar

 

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


Rocket Launcher

 

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


SMG

 

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)


Sniper Rifle

 

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

 


Tranquilizer Gun

 

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

 


Equipment

 

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.

 


Ammunition Pack

 

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


Bio Syringe

 

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

 


Body Armor

 

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


Demolitions Pack

 

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


Dispenser

 

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

 


E.M.P. Rod

 

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

 


Health Pack

 

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

 


Laser Targetter

 

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

 


Motion Sensor

 

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

 


Scanner

 

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

 


Security Camera

 

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

 


Sentry Gun

 

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.


Spanner

 

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

 


Grenades and Explosive Devices

 

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.

 


Caltrop

 

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

 


Claymore Mine

 

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

 


Concussion Grenades

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

 


E.M.P. Grenade

 

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


Flash bang Grenade

 

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

 


Fragmentation Grenade

 

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

 


Laser Trip mine

 

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


M.I.R.V. Grenade

 

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

 


Nail Grenade

 

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

 


Napalm Grenade

 

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

 


Smoke Grenade

 

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

 


Toxic Grenade

 

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


Appendix

Key bindings

 

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