Name of Mod        : Scientist Hunt
File Name          : shunt04.zip
Version            : 0.4
Date               : December 29, 1999
Author             : Rich Whitehouse
E-mail             : thefatal@telefragged.com
Web Site           : http://www.telefragged.com/thefatal/

Additional Credits : Thanks to Hondo for level design and
                     testing.

AUTHOR INFO
-----------
I'm also the author of the Famkebot, Head Soccer, the Jumbot, and
many other things.

LEVEL CREDITS
-------------
Brian McClelland (or Hondo):
Backyard, football, Temple, Scisub

Rich:
duskhunt, huntring, mexprisn

Hondo can be contacted at hondo@telefragged.com. He's also the
author of 5am for Action Half-Life and BlockWar for Action Quake II,
among other things.

TYPE OF MOD 
-----------
This is a multiplayer mod (with bots included) for Half-Life.

Programming  : Yes.
Sound        : No.
MDL          : No.
Maps         : Yes.
Graphics     : No.

VERSION HISTORY
---------------
0.4:
Fixed the string handling that I completely destroyed by trying to
fix a bug in 0.3. Bots also run at a constant perfect speed despite
quick framerate changes now.
---
0.3:
Fixed a problem with clients overflowing and the server sometimes
crashing if sh_resarsenal was enabled.

Fixed a problem where if a scientist was killed by a player's
snark and the player had another weapon selected, the game would
think the player used that weapon to kill the scientist (this also
applies to grenades, tripmines, etc).
---
0.2:
Various things added and fixed. New optional scientist death physics,
scientist score info, and more. Make sure you look at the new updated
installation and use instructions before doing anything.
---
0.1:
First release.

INSTALLATION AND USE
--------------------
Extract the zip file WITH DIRECTORY STRUCTURE directly to your Half-Life
directory. If you did it correctly, you'll have a new "scihunt" folder
under your Half-Life folder. Now start Half-Life with the console
(-console at the command line). Once in the menu, use the custom
game option to activate the mod.

First, go to the control configuration menu. You'll notice there is a
new entry for viewing the scientist round scores. Assign a key to it, as
you'll probably want to use it.

Now just start a regular LAN game through the menu (don't forget to set
the frag and time limits) and use the console (~ key) to enter commands
and change values (which are listed below). Or, if you want to start a
public internet server, you can follow the same instructions and just
start an internet game instead of a LAN game.

Remember, if you want to enable bots, you'll have to set some options
and then restart the level (or edit them in your shconfig.cfg file).
Scroll down to "SETTINGS AND COMMANDS" to see what you have to set.

Also remember to set up the shconfig.cfg in your scihunt directory to
fit your needs before you do anything.

After you get everything else set up, you can also edit the starteqp.txt
file. You can add the names of weapons/ammo into it (it uses the standard
HL entity names that you'll also see in WorldCraft and such) to have
players spawn with those weapons and ammo each time they die. If you
don't want to have anything extra given to the player, then either make
the file blank or delete/rename it.

If you really want to start configuring things, then you can edit the
level CFG files to point the sh_weapfileloc to different files in the
arsenals folder. Then you can have different weapon configurations and
such for each level. You can also set any other console command in each
level CFG file. There are a lot of possibilities.

INFORMATION
-----------
The object of the game is fairly simple. There are two teams. The red team,
and the blue team. Each team starts out in a different part of the level,
and some scientists will spawn around the middle. It is your job to track
down and murder as many scientists as you can until they're all dead, and
try to get more than the other team. While you're after the scientists, you
can kill members of the other team as well. If you manage to pick off the
last remaining scientist for the round, you'll get a bonus of one frag.
Each time a team wins a round, each member of the team gets a total of
ten frags. Each scientist you kill under regular conditions will get you
one frag, and killing one under normal conditions with a crowbar will
get you two frags. If one team kills all scientists on the level and the
other team gets no kills, the winning team will get a two frag bonus for
every team member.

So, that's pretty much it. Go find a server or load up a game with bots
by yourself and have fun.

By the way, if you want to build your own map for Scientist Hunt, then
be sure to take a look at the mapspecs.txt file to see what you need
to do.

SETTINGS AND COMMANDS
---------------------
changeteam (command): As a client, this will change the team you are on.

sh_enablebots (cvar): Setting to 1 enables Jumbots. The options for the
bot are still basically the same as when you run the bot by itself. All
the files for the bot are in the \botfiles subdirectory under your
scihunt folder. For more information on the bot, see the jumbot_readme.txt
file. The default is 0 (bots disabled).

sh_allowteamchange (cvar): Setting this to 1 allows clients to change
teams with the changeteam command. Setting this to 0 disables that ability.
The default is 1.

sh_forcemodel (cvar): Setting this to 1 forces players to use the Gordon
model. This is because some models do not have visible colors on them,
and you cannot see what team a person is on that way. Setting to 0 allows
players to use any model they wish. The default is 1.

sh_scispeed (cvar): Set this to the speed you want scientists to run at.
Higher is faster, lower is slower. The default is 40.

sh_scifly (cvar): If set to 1, this allows scientists to fly back with
impact damage when hit. Setting to 0 disables this and makes them act
the same as they do in regular single player.

sh_deadsciphys (cvar): Allows corpse juggling and other fun things if
set to 1. Default is 1.

sh_announcescideath (cvar): Set to 1 to announce scientist deaths to
everyone playing. Default is 0.

sh_announcescinum (cvar): Set to 0 to disable the client's ability to
see the scientist round score with +sciscore. Default is 1.

sh_scimax (cvar): Sets the maximum amount of scientists to spawn on the
level. If sh_scimax is less than the number of scientist spots on the
level, then the scientists will treat each scientist spot as a spawn
spot and spawn on them randomly each round. The default value is 5.

sh_crowbar (cvar): Set to 1 to make it so no one can use any weapon other
than the crowbar. This rule applies to both bots and humans. The default
is 1 (enabled).

sh_restorehealth (cvar): Set this to 1 to restore every player's health
to 100 if it is less than that at the start of each round. The default
is 0 (disabled).

sh_resarsenal (cvar): Set this to 1 to destroy the player's weapons and
restore his arsenal to the default each new round. The default is 0
(disabled).

sh_levelexec (cvar): Looks in the maps folder to see if there is a CFG
with the same name as the map name and executes it, if this is set to
1. This allows you to have your own custom server options depending on
the level. For example, if the level is backyard.bsp, it will look
for a file named backyard.cfg and execute it if it exists. The default
for this value is 1 (enabled).

sh_weapfileloc (cvar): Points to the location of the file which tells
what weapons and ammo to give players upon spawning in non-crowbar
mode. The default is arsenals/starteqp.txt.

All of the options and commands for the Jumbot are listed in the
jumbot_readme.txt file.

BUGS, ETC.
----------
No serious bugs are known currently.

COPYRIGHT/PERMISSIONS
---------------------
The mod may only be distributed if this file and all the other files that
came with it are included in the redistribution, and no money is charged
for the product being distributed. This excludes such things as video
game magazines which include a CD and things such as that, which are
permitted to include this bot (provided they meet the requirements above)
as long as they notify me before doing so and get my permission through
e-mail or some other form. You may not use any part of this mod in your
own mod, and you may not distribute any part of this mod without the
rest of the mod under the previously stated terms.

