Guys,

  Please read the previous README.TXT files in this same directory. 
 
  New features:
  - examples of camera transitions from vehicles to foot, and vice versa
    - (combat_scripts.def and mapname.script in combat_maps.pk4)
  - new vehicle entity definitions
    - (combat_def.pk4)

http://skew.telefragged.com/mods_SEKRET/quake4/quakebat/

--
Adnan Zafar
adnan.zafar "at" gmail.com


   ____ ___  __  __ ____    _  _____ 
  / ___/ _ \|  \/  | __ )  / \|_   _|
 | |  | | | | |\/| |  _ \ / _ \ | |  
 | |__| |_| | |  | | |_) / ___ \| |  
  \____\___/|_|  |_|____/_/   \_\_|  q4.11/12/05
                                 
        ~/o team shortbus o/~

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Commandlines
--------------
Impure DM:
  Commandline: 
    quake4 +set si_pure 0 +set fs_game quakebat +set si_gametype "Team DM"

  Map loading:
    si_map mapname
    spawnServer

Impure SP
  Commandline:
    quake4 +set si_pure 0 +set fs_game quakebat +set si_gametype "singleplayer"

  Map loading:
    devmap mapname
     OR
    map mapname

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Camera Changes
--------------
The camera now changes upon entering a vehicle and exiting a vehicle, as well as upon level loading.

If you look in (combat_def.pk4)./def/vehicles/combat_marines.def and combat_stroggs.def, you will find new entityDefs.  Thes entityDefs define the vehicles that I'm using in (combat_maps.pk4)./maps/quakebat_01.map.  These entityDefs also contain fields called "enter_script" and "exit_script", which are set to a few different options.  Basically, these are script functions that will be called upon entering and exiting the vehicle.

I want to get the basic camera configs for all of the vehicles into the script file located within (combat_scripts.pk4)./scripts/combat.script.  Each of the enter* functions will fully configure the camera by setting all of the relevant pm_topDown* cvars, ensuring that the camera operates properly once you enter or exit a vehicle.

The utility of this "enter_script" and "exit_script" thing is pretty broad.  You can define new functions in your mapname.script to use instead of the combat::enter* functions (raise platforms, blow up walls, spawn enemies all upon entering or exiting a vehicle), however you MUST call the corresponding combat::enter* function at the end of your functions.  Please do not manually set the camera cvars in your functions unless they are combat::enter* functions defined within combat.script.

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UPCOMING FEATURES
-----------------
 - AIMING SCHEME (ALIEN SWARM & ABUSE) -

I plan on making the aiming completely mouse based, so you move the crosshair around on the screen, the camera pans around to follow it, and your character aims in the direction of the crosshair.  The movement keys will also be changed to become +north, +south, +east, and +west.  Do you guys have any problems with this change?