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	<updated>2026-05-08T15:02:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Knife&amp;diff=3059</id>
		<title>Talk:Weapon:Knife</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Knife&amp;diff=3059"/>
		<updated>2006-08-29T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Extensions==&lt;br /&gt;
&lt;br /&gt;
When backstabbing, the animation would be a fast thrust much like a fencing thrust.&lt;br /&gt;
&lt;br /&gt;
If we wanted to go further (which would be A C E if possible)... We could even add in a twist of the knife to make it look even more deadly. Imagine this: The spy backstabs someone with a thrust.. the thrust immediately kills the player, and then the spy quickly twists the knife (right handed thrust, so the knife and hand would turn 90 degrees clockwise in an exaggerated style) and as soon as the twist has ended, the corpse explodes into meaty gibs. That would be the ultimate in satisfaction. Deliciously evil.&lt;br /&gt;
&lt;br /&gt;
When doing &amp;quot;everything else&amp;quot;, the animation would be the current animation.&lt;br /&gt;
&lt;br /&gt;
Also, one for the future possibly (as in ignore for now), but upon killing someone with the knife, it could get blood all over it and the spy wipes it off with his glove or a cloth. That&amp;#039;d look... evil. -- [[User:Defrag|Defrag]] 16:01, 29 August 2006 (EDT)&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Knife&amp;diff=3058</id>
		<title>Weapon:Knife</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Knife&amp;diff=3058"/>
		<updated>2006-08-29T20:00:45Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* Frontstab: 32 damage (normal health and armour distribution)&lt;br /&gt;
* Backstab: 108 damage (ignores armour)&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; stabs per second.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Backstabs with the knife ignore armour when calculating damage.  Backstabs are a one-hit instant kill.&lt;br /&gt;
* Backstabs kills are silent.&lt;br /&gt;
&lt;br /&gt;
==Context Sensitive Animation==&lt;br /&gt;
* Slashing at an enemy whose back is not exposed, or attacking anything that does not qualify as a backstab (fresh air, hitting walls, sentries etc) results in the generic wild slashing animation being played.  The slash is simply a flailing, cutting motion.&lt;br /&gt;
* Being in position for a backstab when attacking results in the stab animation being played.  The stab is a fast thrust.&lt;br /&gt;
* The only difference between the two modes of operation is the animation.  The result and damage is the same.  See the discussion tab for a potential further extension on this behaviour.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Knife|Knife]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Melee]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Sniper_Rifle&amp;diff=3055</id>
		<title>Weapon:Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Sniper_Rifle&amp;diff=3055"/>
		<updated>2006-08-21T19:45:28Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
==Charge Time==&lt;br /&gt;
* 7 seconds is roughly full charge&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* Min charge headshot: ~100&lt;br /&gt;
* Min charge bodyshot: ~50&lt;br /&gt;
* Min charge legshot: ~24&lt;br /&gt;
&lt;br /&gt;
* Full charge headshot: ~756&lt;br /&gt;
* Full charge bodyshot: 360&lt;br /&gt;
* Full charge legshot: 180&lt;br /&gt;
&lt;br /&gt;
* Interpolate between the two extremes to find damage for charges in between.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shots per second (should be slightly quicker to fire than TFC, by cutting down on the pause between shots).&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Shell|Shells]]&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Charging the Rifle (almost) instantly slows the sniper to charge speed, then the charge begins to build.&lt;br /&gt;
* If the sniper is moving faster than 400 units per second, holding fire to charge the rifle has no effect (to stop snipers stopping themselves when being conced/moved around by explosions etc.)&lt;br /&gt;
* Causes locational damage.&lt;br /&gt;
* Headshots count double when it comes to damage.  &lt;br /&gt;
* Headshots cause a large amount of blood to spray from the victim&amp;#039;s head area.&lt;br /&gt;
* Legshots inflict half damage, but cause people to become [[Status:Crippled|Crippled]].  A minimum charge legshot causes a 10% movement penalty relative to the base class player speed.  A maximum charge legshot causes a 50% movement penalty.&lt;br /&gt;
* Legshots contribute to frags.  See the [[Personal Scoring]] page for details.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Sniper Rifle|Sniper Rifle]]&lt;br /&gt;
[[Category:Hitscan]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=3054</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=3054"/>
		<updated>2006-08-15T15:40:20Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the different types of effects experienced by the player according to the player&amp;#039;s status.  &amp;#039;&amp;#039;&amp;#039;Assume each status effect does not wear off unless stated&amp;#039;&amp;#039;&amp;#039;.  Conditions for the removal of each status effect is specifically stated at the foot of each page.&lt;br /&gt;
&lt;br /&gt;
Do not assume that receiving health from a bag is the same as a medic regenerating health (as this would mean medics would never be legshotted for more than a couple of seconds, for example) or that all status effects can be cured by the medic&amp;#039;s medikit.&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3037</id>
		<title>Weapon:Super Shotgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3037"/>
		<updated>2006-08-11T02:55:00Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Reload */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* ~51 damage (maximum)&lt;br /&gt;
&lt;br /&gt;
==Spread of fire==&lt;br /&gt;
* No idea.  It&amp;#039;s medium-ish, and not much good at range.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* Shots can be repeated at a rate of one per 700 milliseconds.  I recorded the sound of TFC&amp;#039;s shotgun firing at full speed to get this timing.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Shell|Shells]]&lt;br /&gt;
&lt;br /&gt;
==Reload==&lt;br /&gt;
* Super Shotgun holds 16 shells, 8 shots maximum.&lt;br /&gt;
* Reloads at a rate of &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shells per second.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Double-barrelled Shotgun|Double-barrelled Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hitscan]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3036</id>
		<title>Weapon:Super Shotgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3036"/>
		<updated>2006-08-11T02:54:01Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Rate of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* ~51 damage (maximum)&lt;br /&gt;
&lt;br /&gt;
==Spread of fire==&lt;br /&gt;
* No idea.  It&amp;#039;s medium-ish, and not much good at range.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* Shots can be repeated at a rate of one per 700 milliseconds.  I recorded the sound of TFC&amp;#039;s shotgun firing at full speed to get this timing.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Shell|Shells]]&lt;br /&gt;
&lt;br /&gt;
==Reload==&lt;br /&gt;
* Single-barrelled Shotgun holds 16 shells, 8 shots maximum.&lt;br /&gt;
* Reloads at a rate of &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shells per second.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Double-barrelled Shotgun|Double-barrelled Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hitscan]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3035</id>
		<title>Weapon:Super Shotgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Super_Shotgun&amp;diff=3035"/>
		<updated>2006-08-11T02:53:37Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Rate of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* ~51 damage (maximum)&lt;br /&gt;
&lt;br /&gt;
==Spread of fire==&lt;br /&gt;
* No idea.  It&amp;#039;s medium-ish, and not much good at range.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* Shots can be repeated at a rate of one per 700 milliseconds.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Shell|Shells]]&lt;br /&gt;
&lt;br /&gt;
==Reload==&lt;br /&gt;
* Single-barrelled Shotgun holds 16 shells, 8 shots maximum.&lt;br /&gt;
* Reloads at a rate of &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shells per second.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Double-barrelled Shotgun|Double-barrelled Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hitscan]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Game_Type:Counter-Attack&amp;diff=3034</id>
		<title>Game Type:Counter-Attack</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Game_Type:Counter-Attack&amp;diff=3034"/>
		<updated>2006-08-10T23:38:49Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Counter-Attack is a game mode in which two teams (or more) generally have one goal.  For the blue team, this may be capturing flags or taking points, and for the red team this may be stopping the blues capturing or taking points.  The blues are awarded points for achieving their objective every capture (or whatever is appropriate) while the reds primarily score by denying the blue team. &lt;br /&gt;
&lt;br /&gt;
However, the twist is that, every so often, the red team gets an opportunity to counter-attack and achieve a goal of their own.  This could be setting off a nuke by having two players simultaneously pressing two buttons, capturing a point of their own, detpacking something and so on. &lt;br /&gt;
&lt;br /&gt;
The game mode is essentially about balancing each team&amp;#039;s strategies to eek out the best score.  This could be achieved by going full defense and passing up the counter-scoring opportunity or taking an aggressive counter-attacking strategy.&lt;br /&gt;
&lt;br /&gt;
Example: Blue has to take flags from their base into the red central area and capture them on the podium.  Blue flag runners move at half speed.  Each capture is worth 5 points to the blue team.  The red team score 1 point for every 30 seconds that passes without a capture taking place.  If the blue team fail to score for three minutes, a new route opens up around the back of the blue base that exposes blue&amp;#039;s reactor core.  If the red guys manage to detpack it, they get 20 points extra.  The route remains open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
You could do a lot with this type of thing but it would require quite a bit of playtesting to get the balance right.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_Types]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement:Trimping&amp;diff=3033</id>
		<title>Movement:Trimping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement:Trimping&amp;diff=3033"/>
		<updated>2006-08-02T23:39:23Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Trimping is a movement skill that causes a player in possession of horizontal velocity on an incline to &amp;#039;pop&amp;#039; upwards.  The distance of the additional vertical movement (hereby known as a trimp) is dependent on two things when the trimp is initiated:&lt;br /&gt;
&lt;br /&gt;
* The player&amp;#039;s horizontal velocity&lt;br /&gt;
* The gradient of the slope with respect to the player&amp;#039;s direction of travel&lt;br /&gt;
&lt;br /&gt;
If the slope is facing away from the player (i.e. the player is travelling downhill) then the trimp code works in reverse -- the player loses height and increases in horizontal speed.&lt;br /&gt;
&lt;br /&gt;
If in the middle of a [[Movement:Ramp Slide|Rampslide]], a player should not be able to trimp, as the combination is too powerful for offence.  The player should make a choice when hitting the ramp, then must stick with that choice.&lt;br /&gt;
[[Category:Movement_Systems]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3032</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3032"/>
		<updated>2006-08-01T06:47:50Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Specal Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[Status:On Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery payload fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
* Smoke caused by the napalm grenade clears roughly two seconds after the grenade expires.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Emits a thick, black viscous smoke cloud&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[Status:On Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3031</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3031"/>
		<updated>2006-08-01T06:47:30Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Time of Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[Status:On Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery payload fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
* Smoke caused by the napalm grenade clears roughly two seconds after the grenade expires.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[Status:On Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3030</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3030"/>
		<updated>2006-08-01T06:39:49Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Splash Range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[Status:On Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery payload fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[Status:On Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Grenade:Napalm&amp;diff=3029</id>
		<title>Talk:Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Grenade:Napalm&amp;diff=3029"/>
		<updated>2006-08-01T06:34:50Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should napalm set buildables on fire?  At the moment I don&amp;#039;t think we&amp;#039;ve got it set up to be possible, but it&amp;#039;s something to discuss.&lt;br /&gt;
&lt;br /&gt;
The main reason I say this is the napalm damage structure and design is that a flying flame will do a set amount of damage once, stick to a victim and be removed from the world.  &lt;br /&gt;
&lt;br /&gt;
Since buildables don&amp;#039;t go on fire, then it doesn&amp;#039;t make sense to remove an airborne flame on it coming into contact with a buildable.  If it hits a buildable then there&amp;#039;s quite a few possibilities:&lt;br /&gt;
&lt;br /&gt;
* 1. Hits the buildable, does the regular amount of damage for an airborne flame, is removed from the world and doesn&amp;#039;t set the buildable on fire.  Looks stupid because it is hurting the buildable but there&amp;#039;s no visual cue that it&amp;#039;s being burnt.&lt;br /&gt;
&lt;br /&gt;
* 2. Hits the buildable, does zero damage, isn&amp;#039;t removed from the world.  Falls to the ground and then starts damaging buildable with the lower damage rate.  Looks weird because why would an airborne flame not hurt it, but a ground-based flame would?&lt;br /&gt;
&lt;br /&gt;
* 3. Hits the buildable, does the regular amount of damage for an airborne flame, isn&amp;#039;t removed from the world and doesn&amp;#039;t set the buildable on fire.  Dumb because it may strike the buildible multiple times in the period that it takes for the flame to fall to the ground (as it&amp;#039;s not being removed).  This would probably result in an instantly destroyed buildable.&lt;br /&gt;
&lt;br /&gt;
* 4. Hits the buildable, does the regular amount of damage for an airborne flame, is removed from the world and sets the buildable on fire.  Probably the idea solution?  May require more coding so that buildables can support flames.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;d probably go for number four.  We&amp;#039;ll also have to figure out how we&amp;#039;re doing napalm damage for non-buildable objects that can take damage (like func_breakables and destroyable props).  It&amp;#039;ll be the same problem if an airborne flame can hurt something multiple times.  We could possibly solve this by making an airborne flame only able to damage the same object once.&lt;br /&gt;
&lt;br /&gt;
This.. comment is confused.  You programmer dudes probably have some elegant solution up your sleeves.&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3028</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=3028"/>
		<updated>2006-08-01T06:23:52Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[Status:On Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery cargo fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[Status:On Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Disguise&amp;diff=3027</id>
		<title>Class Ability:Disguise</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Disguise&amp;diff=3027"/>
		<updated>2006-07-31T01:27:25Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Friendly Indicators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The [[Class:Spy|Spy&amp;#039;s]] special ability opens the disguise menu.  &lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
Spies attempting to disguise should:&lt;br /&gt;
* Not be carrying any goals (standard flags, keys etc) that prevent disguising from taking place.  This should be LUA-controlled as some maps allow disuising while carrying flags.&lt;br /&gt;
&lt;br /&gt;
==Disguise Menu== &lt;br /&gt;
From the disguise menu, players can choose the team colour and class to disguise as.&lt;br /&gt;
&lt;br /&gt;
On maps featuring two teams, there are two options: Enemy or Friendly.  Choosing one of these options then opens the class menu where the player can complete their selection.&lt;br /&gt;
&lt;br /&gt;
E.g. Enemy-&amp;gt;Spy.  Friendly-&amp;gt;Scout.  Enemy-&amp;gt;HWGuy.&lt;br /&gt;
&lt;br /&gt;
On maps featuring more than two teams, there are n colour options, where n is the number of teams.  After choosing a team colour, the class disguise menu opens allowing the player to choose their complete disguise.&lt;br /&gt;
&lt;br /&gt;
E.g. Blue-&amp;gt;Soldier.  Red-&amp;gt;Scout.  Green-&amp;gt;Spy.  Yellow-&amp;gt;Sniper&lt;br /&gt;
&lt;br /&gt;
On regular maps, spies should not be allowed to disguise as civilians.  We could add this functionality in for non-regular maps where the civilian class is used for something and spies are also permitted (for example, a assassination map where the prez has a decoy).  If maps feature class restrictions (e.g. no demos), then the spy disguise options should reflect those restrictions as disguising as a class that is disabled is basically useless.  This isn&amp;#039;t hugely important, but it should be added at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Needs Updated with the radial menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* Changing from one team&amp;#039;s colours to another team&amp;#039;s colours takes 3 seconds.&lt;br /&gt;
* Changing from one class disguise to another also takes 3 seconds.  &lt;br /&gt;
&lt;br /&gt;
===Stacking Disguise Commands===&lt;br /&gt;
* Performing multiple simultaneous commands results in no time-savings.  I.e. the commands&amp;#039; timing run consecutively as opposed to concurrently.&lt;br /&gt;
* Performing one command, waiting for a period and then performing a second command results in the commands overlapping, but again no time is saved.  E.g. if a blue, undisguised spy chooses the blue soldier disguise, then two seconds later chooses to change colours to red, the last 1 second of the soldier disguise routine will be added to the new red disguise command.  This means two things:&lt;br /&gt;
** A: The &amp;#039;&amp;#039;&amp;#039;total&amp;#039;&amp;#039;&amp;#039; time of the full disguise (blue spy -&amp;gt; red soldier) will be 6 seconds.&lt;br /&gt;
** B: The time to finish the disguise from issuing the red team disguise command will be 4 seconds as 2 seconds of the soldier disguise has already elapsed meaning 1 second remains, so this is added to the new red team disguise command, taking a further 3 seconds.  1 + 3 = 4.&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
* If the spy&amp;#039;s class disguise is unchanged, changing back to the default team&amp;#039;s colours is instant.  E.g. A blue spy with red team colours can switch back to being a blue spy instantly.&lt;br /&gt;
* If the spy&amp;#039;s team colour is unchanged, changing back to the default class disguise is instant.  E.g. A blue spy with a blue soldier disguise can change back to being undisguised instantly.&lt;br /&gt;
&lt;br /&gt;
The above conditions are in place because a spy could simply achieve the same effect (going back to the default colour and class) by attacking.&lt;br /&gt;
&lt;br /&gt;
==Friendly Indicators==&lt;br /&gt;
When a spy is viewed by an allied teammate and the spy is disguised as one of the &amp;#039;&amp;#039;&amp;#039;enemy&amp;#039;&amp;#039;&amp;#039; team, a visual indicator should be displayed. (I.e. this indicator only shows up when the friendly spy is disguised as a non-friendly.  If the spy is undisguised or wearing the colours of an allied team the indicator is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; displayed).  The indicator could simply be something like a team coloured &amp;quot;F&amp;quot; sprite being placed over the spy&amp;#039;s head (so blue spies would have a blue F and so forth, regardless of the disguise currently employed).  If a spy cumulatively receives 50 or more damage from a teammate, warning text and an audible &amp;quot;Ceasefire, I&amp;#039;m on your team!&amp;quot; sound effect should play to further reinforce the fact that the player is a teammate.&lt;br /&gt;
&lt;br /&gt;
==Disguise Fools Buildables==&lt;br /&gt;
When disguised as a member or ally of the team to which a buildable belongs, the spy is ignored.  Sentry guns do not track disguised spies.  Dispensers cannot warn their owners of a disguised spy&amp;#039;s presence even if the spy touches the dispenser.&lt;br /&gt;
&lt;br /&gt;
==Player Identification==&lt;br /&gt;
When placed under an enemy&amp;#039;s crosshair, the spy&amp;#039;s name should show up as one the team members found on the team the spy is masquerading as.  The name should preferably never correspond to that of the person who&amp;#039;s looking at the spy and trying to identify him unless no other option is available (i.e. the disguise team has one member, so no other options exist).  The health value should always be positive, and the armour value sensible.  E.g. a scout with 10 health will generally always have 0 armour, as the scout&amp;#039;s armour depletes faster than his health.  Believable armour values could be calculated by applying the [[:Category:Armour|Armour]] absorption ratios relative to the class&amp;#039; remaining health values and associated armour type.&lt;br /&gt;
&lt;br /&gt;
==Class Identification and 3rd Person Weapons==&lt;br /&gt;
When spies are disguised, they should display the relevant weapon in the third person view.  TFC&amp;#039;s spy was inflexible, as the spy could only equip one weapon in third person mode. This made spies very easy to spot in many instances. &lt;br /&gt;
&lt;br /&gt;
The spy possesses four weapon slots (1,2,3 and 4), so there&amp;#039;s enough choice to assign each slot a corresponding weapons slot with the disguised class (excluding the demoman&amp;#039;s detpack and the engineer&amp;#039;s buildables, as those are special cases).  &lt;br /&gt;
&lt;br /&gt;
For example, when disguised as the soldier:&lt;br /&gt;
&lt;br /&gt;
Actual weapon / Weapon shown in 3rd person&lt;br /&gt;
*Slot1: Knife / Crowbar&lt;br /&gt;
*Slot2: Tranq / Single-barrelled Shotgun&lt;br /&gt;
*Slot3: Double-barrelled Shotgun / Double-barrelled Shotgun&lt;br /&gt;
*Slot4: Nailgun / RPG &lt;br /&gt;
&lt;br /&gt;
This allows the spy to blend in more easily.&lt;br /&gt;
&lt;br /&gt;
==1st Person Weapons==&lt;br /&gt;
&lt;br /&gt;
When disguised, the spy&amp;#039;s weapon viewmodel is unaffected by the disguise.  Instead, the HUD shows an icon indicating what the 3rd person disguise weapon will appear to be.&lt;br /&gt;
&lt;br /&gt;
E.g. If the spy is disguised as a soldier and is using slot 4, the nailgun viewmodel is held as normal and a HUD icon showing the RPG is displayed.  This means the spy is, in reality, holding the nailgun but other players will see the spy as a soldier holding the RPG.&lt;br /&gt;
&lt;br /&gt;
==Speed Toggle==&lt;br /&gt;
The player should be able to toggle between disguised speed and full speed using a bound key or a cvar.  The HUD should indicate whether disguise speed or full speed is activated.  Firing or losing disguise should obviously be a condition for the disguised speed to become reset to full speed regardless of the user&amp;#039;s settings, as there is no advantage to running slowly when stripped of the disguise.  If activated, the disguised speed should also be applied when disguised as a friendly class, as it is sometimes preferable to make the enemy think you&amp;#039;re playing as another class.  The disguised speed should obviously only apply when disguised as classes slower than the spy, as disguising as a scout shouldn&amp;#039;t make you run faster than default.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy_Abilities]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Disguise&amp;diff=3026</id>
		<title>Class Ability:Disguise</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Disguise&amp;diff=3026"/>
		<updated>2006-07-31T01:26:35Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Friendly Indicators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The [[Class:Spy|Spy&amp;#039;s]] special ability opens the disguise menu.  &lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
Spies attempting to disguise should:&lt;br /&gt;
* Not be carrying any goals (standard flags, keys etc) that prevent disguising from taking place.  This should be LUA-controlled as some maps allow disuising while carrying flags.&lt;br /&gt;
&lt;br /&gt;
==Disguise Menu== &lt;br /&gt;
From the disguise menu, players can choose the team colour and class to disguise as.&lt;br /&gt;
&lt;br /&gt;
On maps featuring two teams, there are two options: Enemy or Friendly.  Choosing one of these options then opens the class menu where the player can complete their selection.&lt;br /&gt;
&lt;br /&gt;
E.g. Enemy-&amp;gt;Spy.  Friendly-&amp;gt;Scout.  Enemy-&amp;gt;HWGuy.&lt;br /&gt;
&lt;br /&gt;
On maps featuring more than two teams, there are n colour options, where n is the number of teams.  After choosing a team colour, the class disguise menu opens allowing the player to choose their complete disguise.&lt;br /&gt;
&lt;br /&gt;
E.g. Blue-&amp;gt;Soldier.  Red-&amp;gt;Scout.  Green-&amp;gt;Spy.  Yellow-&amp;gt;Sniper&lt;br /&gt;
&lt;br /&gt;
On regular maps, spies should not be allowed to disguise as civilians.  We could add this functionality in for non-regular maps where the civilian class is used for something and spies are also permitted (for example, a assassination map where the prez has a decoy).  If maps feature class restrictions (e.g. no demos), then the spy disguise options should reflect those restrictions as disguising as a class that is disabled is basically useless.  This isn&amp;#039;t hugely important, but it should be added at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Needs Updated with the radial menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* Changing from one team&amp;#039;s colours to another team&amp;#039;s colours takes 3 seconds.&lt;br /&gt;
* Changing from one class disguise to another also takes 3 seconds.  &lt;br /&gt;
&lt;br /&gt;
===Stacking Disguise Commands===&lt;br /&gt;
* Performing multiple simultaneous commands results in no time-savings.  I.e. the commands&amp;#039; timing run consecutively as opposed to concurrently.&lt;br /&gt;
* Performing one command, waiting for a period and then performing a second command results in the commands overlapping, but again no time is saved.  E.g. if a blue, undisguised spy chooses the blue soldier disguise, then two seconds later chooses to change colours to red, the last 1 second of the soldier disguise routine will be added to the new red disguise command.  This means two things:&lt;br /&gt;
** A: The &amp;#039;&amp;#039;&amp;#039;total&amp;#039;&amp;#039;&amp;#039; time of the full disguise (blue spy -&amp;gt; red soldier) will be 6 seconds.&lt;br /&gt;
** B: The time to finish the disguise from issuing the red team disguise command will be 4 seconds as 2 seconds of the soldier disguise has already elapsed meaning 1 second remains, so this is added to the new red team disguise command, taking a further 3 seconds.  1 + 3 = 4.&lt;br /&gt;
&lt;br /&gt;
===Special Cases===&lt;br /&gt;
* If the spy&amp;#039;s class disguise is unchanged, changing back to the default team&amp;#039;s colours is instant.  E.g. A blue spy with red team colours can switch back to being a blue spy instantly.&lt;br /&gt;
* If the spy&amp;#039;s team colour is unchanged, changing back to the default class disguise is instant.  E.g. A blue spy with a blue soldier disguise can change back to being undisguised instantly.&lt;br /&gt;
&lt;br /&gt;
The above conditions are in place because a spy could simply achieve the same effect (going back to the default colour and class) by attacking.&lt;br /&gt;
&lt;br /&gt;
==Friendly Indicators==&lt;br /&gt;
When a spy is viewed by an allied teammate and the spy is disguised as one of the &amp;#039;enemy&amp;#039; team, a visual indicator should be displayed. (I.e. this indicator only shows up when the friendly spy is disguised as a non-friendly.  If the spy is undisguised or wearing the colours of an allied team the indicator is &amp;#039;not&amp;#039; displayed).  The indicator could simply be something like a team coloured &amp;quot;F&amp;quot; sprite being placed over the spy&amp;#039;s head (so blue spies would have a blue F and so forth, regardless of the disguise currently employed).  If a spy cumulatively receives 50 or more damage from a teammate, warning text and an audible &amp;quot;Ceasefire, I&amp;#039;m on your team!&amp;quot; sound effect should play to further reinforce the fact that the player is a teammate.&lt;br /&gt;
&lt;br /&gt;
==Disguise Fools Buildables==&lt;br /&gt;
When disguised as a member or ally of the team to which a buildable belongs, the spy is ignored.  Sentry guns do not track disguised spies.  Dispensers cannot warn their owners of a disguised spy&amp;#039;s presence even if the spy touches the dispenser.&lt;br /&gt;
&lt;br /&gt;
==Player Identification==&lt;br /&gt;
When placed under an enemy&amp;#039;s crosshair, the spy&amp;#039;s name should show up as one the team members found on the team the spy is masquerading as.  The name should preferably never correspond to that of the person who&amp;#039;s looking at the spy and trying to identify him unless no other option is available (i.e. the disguise team has one member, so no other options exist).  The health value should always be positive, and the armour value sensible.  E.g. a scout with 10 health will generally always have 0 armour, as the scout&amp;#039;s armour depletes faster than his health.  Believable armour values could be calculated by applying the [[:Category:Armour|Armour]] absorption ratios relative to the class&amp;#039; remaining health values and associated armour type.&lt;br /&gt;
&lt;br /&gt;
==Class Identification and 3rd Person Weapons==&lt;br /&gt;
When spies are disguised, they should display the relevant weapon in the third person view.  TFC&amp;#039;s spy was inflexible, as the spy could only equip one weapon in third person mode. This made spies very easy to spot in many instances. &lt;br /&gt;
&lt;br /&gt;
The spy possesses four weapon slots (1,2,3 and 4), so there&amp;#039;s enough choice to assign each slot a corresponding weapons slot with the disguised class (excluding the demoman&amp;#039;s detpack and the engineer&amp;#039;s buildables, as those are special cases).  &lt;br /&gt;
&lt;br /&gt;
For example, when disguised as the soldier:&lt;br /&gt;
&lt;br /&gt;
Actual weapon / Weapon shown in 3rd person&lt;br /&gt;
*Slot1: Knife / Crowbar&lt;br /&gt;
*Slot2: Tranq / Single-barrelled Shotgun&lt;br /&gt;
*Slot3: Double-barrelled Shotgun / Double-barrelled Shotgun&lt;br /&gt;
*Slot4: Nailgun / RPG &lt;br /&gt;
&lt;br /&gt;
This allows the spy to blend in more easily.&lt;br /&gt;
&lt;br /&gt;
==1st Person Weapons==&lt;br /&gt;
&lt;br /&gt;
When disguised, the spy&amp;#039;s weapon viewmodel is unaffected by the disguise.  Instead, the HUD shows an icon indicating what the 3rd person disguise weapon will appear to be.&lt;br /&gt;
&lt;br /&gt;
E.g. If the spy is disguised as a soldier and is using slot 4, the nailgun viewmodel is held as normal and a HUD icon showing the RPG is displayed.  This means the spy is, in reality, holding the nailgun but other players will see the spy as a soldier holding the RPG.&lt;br /&gt;
&lt;br /&gt;
==Speed Toggle==&lt;br /&gt;
The player should be able to toggle between disguised speed and full speed using a bound key or a cvar.  The HUD should indicate whether disguise speed or full speed is activated.  Firing or losing disguise should obviously be a condition for the disguised speed to become reset to full speed regardless of the user&amp;#039;s settings, as there is no advantage to running slowly when stripped of the disguise.  If activated, the disguised speed should also be applied when disguised as a friendly class, as it is sometimes preferable to make the enemy think you&amp;#039;re playing as another class.  The disguised speed should obviously only apply when disguised as classes slower than the spy, as disguising as a scout shouldn&amp;#039;t make you run faster than default.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy_Abilities]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement:Double_Jump&amp;diff=2990</id>
		<title>Movement:Double Jump</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement:Double_Jump&amp;diff=2990"/>
		<updated>2006-07-22T09:30:08Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The double jump is a name given to a quick series of two jumps. &lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
&lt;br /&gt;
* The second jump must be triggered within 400ms of the previous jump&amp;#039;s execution&lt;br /&gt;
* If, at the beginning of a regular jump, the player&amp;#039;s Z velocity is &amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039; units per second, then the player&amp;#039;s Z velocity should be 1.5 * &amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039; per second when initiating a successful double jump.  &amp;#039;&amp;#039;&amp;#039;This is an initial value and will require tweaking.&amp;#039;&amp;#039;&amp;#039;  Discussion page for ideas / suggestions -- [[User:Defrag|Defrag]]&lt;br /&gt;
&lt;br /&gt;
Please note that doubling the Z &amp;#039;&amp;#039;velocity&amp;#039;&amp;#039; will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; double the jump &amp;#039;&amp;#039;height&amp;#039;&amp;#039;, as gravity affects the calculations.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
Double jumps can be performed in a variety of ways.  Some examples:&lt;br /&gt;
&lt;br /&gt;
* Jumping from a low area onto higher ground, thus enabling the second jump to occur quickly. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example 1:&amp;#039;&amp;#039;&amp;#039; Jump from the flat area below the shutdown2 ramp, then immediately jump into the ramp to trigger the double jump. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example 2:&amp;#039;&amp;#039;&amp;#039; Jump onto a box top from the floor then jump immediately once more.&lt;br /&gt;
* Jumping against low ceilings or overhead objects to force contact with the ground more quickly.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; Jump under the monkey_l pit ramp, hit the underside of it and then bounce back into the ground, jumping again when touching the ground.  Do so in a way that one is no longer under the ramp when performing the second jump.&lt;br /&gt;
&lt;br /&gt;
* Jumping onto a ladder&amp;#039;s lower rungs then immediately dismounting and then jumping again once hitting the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; Jump onto the shutdown 2 ramp room ladder, dismount and head towards the elevated switch exit, perform a second jump and bounce up to the elevated switch entrance.&lt;br /&gt;
&lt;br /&gt;
* Double jumps can be combined with bunnyhopping, concs and trimps to form very potent moves.&lt;br /&gt;
&lt;br /&gt;
Double jumps can not be triggered multiple times in a row to create cumulative effects.  I.e. no triple or quadruple jumps.  We may have to tinker with the order of trimp &amp;amp; double jump velocity being added depending on how effective this is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement_Systems]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Umbrella&amp;diff=2908</id>
		<title>Talk:Weapon:Umbrella</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Umbrella&amp;diff=2908"/>
		<updated>2006-07-05T13:33:26Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the future, it&amp;#039;d be cool if the Umbrella could be used to do an old skool float (Marry be Poppin&amp;#039;).  The civ would use the umbrella to gracefully descend and float through the air (only to be headshotted by a sniper).  This would require a lot of animation (both _v and _w) and remodelling of the umbrella.  One for the future, but it&amp;#039;s on the backburner for now.&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2907</id>
		<title>Category:Svars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2907"/>
		<updated>2006-07-03T10:34:19Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
This page is for the server settings we need.  Strictly speaking it should be divided up between server variables and server commands, but the chances are that the distinction is unecessary.  There&amp;#039;s fewer commands/vars for the server admins, so let&amp;#039;s stick to a single page/category.  When adding a new server variable/command, just do it in the same fashion as the cvar/client commands are added.  If a svar/command cannot be reasonable described in a sentence or two, create a new page for it using the prefix svar:, categorise the new page using Category:svars and then link to the page using the svar&amp;#039;s name.  See the ff_teamkillprotect svar for an example if unsure.&lt;br /&gt;
&lt;br /&gt;
Just a rough page for now.&lt;br /&gt;
&lt;br /&gt;
==Teamplay==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ff_friendlyfire&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns friendly fire off (0) or on (1)&lt;br /&gt;
&lt;br /&gt;
==Team Kill==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Svar:ff_teamkillprotect|ff_teamkillprotect]]&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns ban protection against team killers off (0) or on (1)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Round Settings==&lt;br /&gt;
* Timelimit stuff&lt;br /&gt;
* Prematch stuff&lt;br /&gt;
* etc&lt;br /&gt;
&lt;br /&gt;
==Voice Comm Setup==&lt;br /&gt;
* # of channels etc&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2905</id>
		<title>Category:Svars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2905"/>
		<updated>2006-07-03T10:31:25Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Team Kill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
This page is for the server settings we need.&lt;br /&gt;
&lt;br /&gt;
Just a rough page for now.&lt;br /&gt;
&lt;br /&gt;
==Teamplay==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ff_friendlyfire&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns friendly fire off (0) or on (1)&lt;br /&gt;
&lt;br /&gt;
==Team Kill==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Svar:ff_teamkillprotect|ff_teamkillprotect]]&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns ban protection against team killers off (0) or on (1)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Round Settings==&lt;br /&gt;
* Timelimit stuff&lt;br /&gt;
* Prematch stuff&lt;br /&gt;
* etc&lt;br /&gt;
&lt;br /&gt;
==Voice Comm Setup==&lt;br /&gt;
* # of channels etc&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=FF_Commands&amp;diff=2904</id>
		<title>FF Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=FF_Commands&amp;diff=2904"/>
		<updated>2006-07-03T10:30:12Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is somewhat hard to categorise.  It&amp;#039;s for things that can be selected / influenced by the player.  Most of the items on this page should have corresponding entries in the [[Menu System]] controls / options page, unless it&amp;#039;s an obscure option that is accessible by config only.  Common sense should be exercised, as this could get really cluttered.  For example, there&amp;#039;s no need for ffc_medic_sensitivity, as the player can simply use the sensitivity command and place it in the medic.cfg.&lt;br /&gt;
&lt;br /&gt;
None of the &amp;#039;traditional&amp;#039; options that are inherent in the HL2 engine should be listed here.  By this, I mean movement commands, mouse parameters and so forth.  Simply list the &amp;#039;&amp;#039;&amp;#039;additional&amp;#039;&amp;#039;&amp;#039; things that FF features.&lt;br /&gt;
&lt;br /&gt;
These things are separated (kinda) into a couple of categories, client and server.  Client settings are further divided between commands and cvars.&lt;br /&gt;
&lt;br /&gt;
=Some Stuff=&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ll move a lot of this to the discussion page in due course.&lt;br /&gt;
&lt;br /&gt;
As I understand it, cvars are variables and store the client&amp;#039;s preferences / setup.  Commands are simply things that send something to the engine and cause something to happen as a result.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;We need a consistent naming scheme&amp;#039;&amp;#039;&amp;#039; for ff commands, if possible.  I&amp;#039;d like it if server vars/commands unique to ff had a prefix of some sort, like ff_roundtime etc.  However, I&amp;#039;ve noticed that many server commands in the CVS build use the common name like &amp;quot;mp_teamplay&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
I discussed this with mirv, and we came to the conclusion that:&lt;br /&gt;
* FF Server commands should be prefixed ff_ (much like TFC Server commands were prefixed tfc_)&lt;br /&gt;
* FF Client variables (&amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; client commands) should be prefixed ffc_.&lt;br /&gt;
&lt;br /&gt;
The reasoning is simple: It helps both the dev team and the gamer when they are tracking what is available in the mod.&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s some examples of the stuff that qualifies as commands or cvars (no formatting / naming is used, these are just examples of what goes into each category).&lt;br /&gt;
&lt;br /&gt;
==Examples of Client Commands==&lt;br /&gt;
* Discard&lt;br /&gt;
* Medic call&lt;br /&gt;
* Engineer call&lt;br /&gt;
&lt;br /&gt;
==Examples of Cvars==&lt;br /&gt;
* Use slot on spawn (can be set up in class configs, so only one variable is required -- all it stores is the slot number to equip when spawning so the player can choose his or her default weapon per class)&lt;br /&gt;
* Quickswitch Settings (allows player to set up two slots / weapons to quickswitch between using a single key -- again, this can be set up in the classname.cfg rather than requiring medic_quickswitch1, medic_quickswitch2 etc)&lt;br /&gt;
* Suicide When Changing Class (FF equivalent of &amp;quot;hud_autokill&amp;quot;)&lt;br /&gt;
* Exec class configs automatically (FF equivalent of TFC command whatever_ec)&lt;br /&gt;
* Exec map config automatically (FF equivalent of TFC command whatever_em)&lt;br /&gt;
&lt;br /&gt;
==Examples of Server Commands==&lt;br /&gt;
* Restart prematch&lt;br /&gt;
* Set Prematch Length&lt;br /&gt;
* Set round time &lt;br /&gt;
* etc&lt;br /&gt;
 &lt;br /&gt;
I haven&amp;#039;t fully thought this through yet.  We do need a list of all the commands &amp;amp; cvars in the game, though.  This page is very very rough, and I haven&amp;#039;t finalised its formatting.  I&amp;#039;m just jotting down some ideas &amp;amp; stuff without fleshing it out right now.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is more for the programmers to fill out, as they have a better grip on the game&amp;#039;s contents than Dos or I do&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Naming Style==&lt;br /&gt;
&lt;br /&gt;
Generally, excluding prefixes, you should avoid underscores in command/variable names unless one word ends in a letter than the next word begins with.  For example: ff_waveenergy.  This would be better as ff_wave_energy.  However, it&amp;#039;s always better to try and rename the cvar so this doesn&amp;#039;t happen in the first place.  ff_waveenergy would become ff_wavepower (or whatever is suitable).&lt;br /&gt;
&lt;br /&gt;
Please see the below categories for adding client/server commands/vars.  I figure it&amp;#039;s more logical to have separate pages for client/server.  Each page has formatting details for writing the commands/vars.&lt;br /&gt;
&lt;br /&gt;
==Client==&lt;br /&gt;
* [[Commands:Client|Client]] commands &amp;amp; vars.&lt;br /&gt;
==Server==&lt;br /&gt;
* [[:Category:svars|Server Commands &amp;amp; Variables]].&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2903</id>
		<title>Category:Svars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Svars&amp;diff=2903"/>
		<updated>2006-07-03T10:29:06Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
This page is for the server settings we need.&lt;br /&gt;
&lt;br /&gt;
Just a rough page for now.&lt;br /&gt;
&lt;br /&gt;
==Teamplay==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ff_friendlyfire&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns friendly fire off (0) or on (1)&lt;br /&gt;
&lt;br /&gt;
==Team Kill==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ff_teamkillprotect&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Turns ban protection against team killers off (0) or on (1)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Round Settings==&lt;br /&gt;
* Timelimit stuff&lt;br /&gt;
* Prematch stuff&lt;br /&gt;
* etc&lt;br /&gt;
&lt;br /&gt;
==Voice Comm Setup==&lt;br /&gt;
* # of channels etc&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2902</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2902"/>
		<updated>2006-07-03T10:25:21Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; (see the [[FF_Commands|FF Commands]] page if you are unsure of whether it is a cvar or a command).  If a command requires more information than can be concisely given in a line or two, create a new page for the command using the prefix client_command:, add it to the client_commands category and then link it via the command&amp;#039;s name.  See how saveme was added if unsure.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
* [[Client Command:saveme|saveme]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2901</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2901"/>
		<updated>2006-07-03T10:24:44Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* General Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; (see the [[FF_Commands|FF Commands]] page if you are unsure of whether it is a cvar or a command).  If a command requires more information than can be concisely given in a line or two, create a new page for the cvar using the prefix client_command:, add it to the client_commands category and then link it via the command&amp;#039;s name.  See how saveme was added if unsure.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
* [[Client Command:saveme|saveme]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Client_Commands:saveme&amp;diff=2900</id>
		<title>Client Commands:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Client_Commands:saveme&amp;diff=2900"/>
		<updated>2006-07-03T10:24:32Z</updated>

		<summary type="html">&lt;p&gt;Defrag: Client Commands:saveme moved to Client Command:saveme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Client Command:saveme]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2899</id>
		<title>Client Command:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2899"/>
		<updated>2006-07-03T10:24:32Z</updated>

		<summary type="html">&lt;p&gt;Defrag: Client Commands:saveme moved to Client Command:saveme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
This command is used ingame by players to call for help from allied medics and engineers.&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&lt;br /&gt;
* The command &amp;quot;saveme&amp;quot; triggers a red cross symbol over the player who issues the command.  Allied medics can see this symbol over other players who trigger the command.&lt;br /&gt;
&lt;br /&gt;
==Textual==&lt;br /&gt;
&lt;br /&gt;
Saveme also triggers a text message requesting health and/or armor based on the players current supply.&lt;br /&gt;
&lt;br /&gt;
* If a player needs health and armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health and armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs health:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player is infected:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am infected and need a medic! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player has full health and armor, saveme should not trigger, instead returning a message to the player that they do not need help.&lt;br /&gt;
&lt;br /&gt;
==Audible==&lt;br /&gt;
&lt;br /&gt;
* The saveme command also plays a wav or mp3 file for allies close by alerting them to the request.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* The saveme command can only be called once every 10 seconds.  The visual notifier lasts for this same duration.  say_team text can only be triggered once every 10 seconds per the commands limit.&lt;br /&gt;
&lt;br /&gt;
* Also to note, there should be a separate wrench model to accompany the medic cross, which will display to allied engineers like the cross does to medics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Client Commands]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2898</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2898"/>
		<updated>2006-07-03T10:24:08Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; (see the [[FF_Commands|FF Commands]] page if you are unsure of whether it is a cvar or a command).  If a command requires more information than can be concisely given in a line or two, create a new page for the cvar using the prefix client_command:, add it to the client_commands category and then link it via the command&amp;#039;s name.  See how saveme was added if unsure.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
* [[Client Commands:saveme|saveme]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2897</id>
		<title>Category:Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2897"/>
		<updated>2006-07-03T10:22:01Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client cvars.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; (see the [[FF_Commands|FF Commands]] page if you are unsure of whether it is a cvar or a command).  If a cvar requires more information than can be concisely given in a line or two, create a new page for the cvar using the prefix cvar:, add it to the cvars category and then link it via the cvar&amp;#039;s name.  See how default_fov was added if unsure.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Variables==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_cvarname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of cvar&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_spawnslot&amp;#039;&amp;#039;&amp;#039; [1 to 5]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets which weapon slot is equipped when the player spawns.  I.e. sets the default weapon when spawning.  If a class does not have a weapon in the selected slot, default to slot 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[cvar:default_fov|default_fov]]&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s default field of view.  Doesn&amp;#039;t get affected by zoom sensitivity ratio (i.e. mouse speed / turning rate are both consistent across all default_fov values).  if a fov is entered, it takes precedence over the default_fov value.  See below.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fov&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s field of view.  Overrides the default_fov command and takes into account the zoom sensitivity ratio.  cvar is reset to the value held in default_fov when the user enters fov 0, or dies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_disguisespeed&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Determines whether the Spy runs at the speed of the class he&amp;#039;s imitating, or at regular speed.  If the disguise class is faster than the spy, then the spy does not run faster than normal.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2896</id>
		<title>Category:Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2896"/>
		<updated>2006-07-03T10:19:59Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client cvars.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039;.  If a cvar requires more information than can be concisely given in a line or two, create a new page for the cvar using the prefix cvar:, add it to the cvars category and then link it via the cvar&amp;#039;s name.  See how default_fov was added if unsure.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Variables==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_cvarname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of cvar&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_spawnslot&amp;#039;&amp;#039;&amp;#039; [1 to 5]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets which weapon slot is equipped when the player spawns.  I.e. sets the default weapon when spawning.  If a class does not have a weapon in the selected slot, default to slot 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[cvar:default_fov|default_fov]]&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s default field of view.  Doesn&amp;#039;t get affected by zoom sensitivity ratio (i.e. mouse speed / turning rate are both consistent across all default_fov values).  if a fov is entered, it takes precedence over the default_fov value.  See below.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fov&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s field of view.  Overrides the default_fov command and takes into account the zoom sensitivity ratio.  cvar is reset to the value held in default_fov when the user enters fov 0, or dies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_disguisespeed&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Determines whether the Spy runs at the speed of the class he&amp;#039;s imitating, or at regular speed.  If the disguise class is faster than the spy, then the spy does not run faster than normal.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2894</id>
		<title>Category:Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2894"/>
		<updated>2006-07-03T10:17:41Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* General Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client cvars.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Variables==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_cvarname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of cvar&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_spawnslot&amp;#039;&amp;#039;&amp;#039; [1 to 5]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets which weapon slot is equipped when the player spawns.  I.e. sets the default weapon when spawning.  If a class does not have a weapon in the selected slot, default to slot 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[cvar:default_fov|default_fov]]&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s default field of view.  Doesn&amp;#039;t get affected by zoom sensitivity ratio (i.e. mouse speed / turning rate are both consistent across all default_fov values).  if a fov is entered, it takes precedence over the default_fov value.  See below.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fov&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s field of view.  Overrides the default_fov command and takes into account the zoom sensitivity ratio.  cvar is reset to the value held in default_fov when the user enters fov 0, or dies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_disguisespeed&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Determines whether the Spy runs at the speed of the class he&amp;#039;s imitating, or at regular speed.  If the disguise class is faster than the spy, then the spy does not run faster than normal.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2893</id>
		<title>Category:Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2893"/>
		<updated>2006-07-03T10:16:04Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* General Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client cvars.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Variables==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_cvarname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of cvar&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_spawnslot&amp;#039;&amp;#039;&amp;#039; [1 to 5]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets which weapon slot is equipped when the player spawns.  I.e. sets the default weapon when spawning.  If a class does not have a weapon in the selected slot, default to slot 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[cvars:default_fov|default_fov]]&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s default field of view.  Doesn&amp;#039;t get affected by zoom sensitivity ratio (i.e. mouse speed / turning rate are both consistent across all default_fov values).  if a fov is entered, it takes precedence over the default_fov value.  See below.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fov&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s field of view.  Overrides the default_fov command and takes into account the zoom sensitivity ratio.  cvar is reset to the value held in default_fov when the user enters fov 0, or dies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_disguisespeed&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Determines whether the Spy runs at the speed of the class he&amp;#039;s imitating, or at regular speed.  If the disguise class is faster than the spy, then the spy does not run faster than normal.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2892</id>
		<title>Category:Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Cvars&amp;diff=2892"/>
		<updated>2006-07-03T10:15:39Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client cvars.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Variables==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_cvarname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of cvar&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_spawnslot&amp;#039;&amp;#039;&amp;#039; [1 to 5]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets which weapon slot is equipped when the player spawns.  I.e. sets the default weapon when spawning.  If a class does not have a weapon in the selected slot, default to slot 1&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Client Vars:default_fov|default_fov]]&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s default field of view.  Doesn&amp;#039;t get affected by zoom sensitivity ratio (i.e. mouse speed / turning rate are both consistent across all default_fov values).  if a fov is entered, it takes precedence over the default_fov value.  See below.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fov&amp;#039;&amp;#039;&amp;#039; [80 to 120]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets the player&amp;#039;s field of view.  Overrides the default_fov command and takes into account the zoom sensitivity ratio.  cvar is reset to the value held in default_fov when the user enters fov 0, or dies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ffc_disguisespeed&amp;#039;&amp;#039;&amp;#039; [0 or 1]&lt;br /&gt;
* &amp;#039;&amp;#039;Determines whether the Spy runs at the speed of the class he&amp;#039;s imitating, or at regular speed.  If the disguise class is faster than the spy, then the spy does not run faster than normal.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2891</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2891"/>
		<updated>2006-07-03T10:13:02Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Client Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Cvars|Cvars]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2889</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2889"/>
		<updated>2006-07-03T10:07:27Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Client Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Cvars|Cvars]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2888</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2888"/>
		<updated>2006-07-03T10:07:21Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Client Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Cvar|Cvars]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2887</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2887"/>
		<updated>2006-07-03T10:07:16Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Client Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Cvar|Cvar]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2881</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2881"/>
		<updated>2006-07-03T10:02:03Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* General Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
* [[Client Commands:saveme|saveme]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2880</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2880"/>
		<updated>2006-07-03T09:59:43Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* General Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
* [[Client Commands:Saveme|Saveme]]&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:saveme&amp;diff=2879</id>
		<title>Commands:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:saveme&amp;diff=2879"/>
		<updated>2006-07-03T09:58:54Z</updated>

		<summary type="html">&lt;p&gt;Defrag: Commands:saveme moved to Client Commands:saveme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Client Commands:saveme]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2878</id>
		<title>Client Command:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2878"/>
		<updated>2006-07-03T09:58:54Z</updated>

		<summary type="html">&lt;p&gt;Defrag: Commands:saveme moved to Client Commands:saveme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
This command is used ingame by players to call for help from allied medics and engineers.&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&lt;br /&gt;
* The command &amp;quot;saveme&amp;quot; triggers a red cross symbol over the player who issues the command.  Allied medics can see this symbol over other players who trigger the command.&lt;br /&gt;
&lt;br /&gt;
==Textual==&lt;br /&gt;
&lt;br /&gt;
Saveme also triggers a text message requesting health and/or armor based on the players current supply.&lt;br /&gt;
&lt;br /&gt;
* If a player needs health and armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health and armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs health:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player is infected:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am infected and need a medic! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player has full health and armor, saveme should not trigger, instead returning a message to the player that they do not need help.&lt;br /&gt;
&lt;br /&gt;
==Audible==&lt;br /&gt;
&lt;br /&gt;
* The saveme command also plays a wav or mp3 file for allies close by alerting them to the request.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* The saveme command can only be called once every 10 seconds.  The visual notifier lasts for this same duration.  say_team text can only be triggered once every 10 seconds per the commands limit.&lt;br /&gt;
&lt;br /&gt;
* Also to note, there should be a separate wrench model to accompany the medic cross, which will display to allied engineers like the cross does to medics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Client Commands]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2877</id>
		<title>Category:Client Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Client_Commands&amp;diff=2877"/>
		<updated>2006-07-03T09:57:44Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for client commands.  Please make sure anything placed here is a &amp;#039;&amp;#039;&amp;#039;command&amp;#039;&amp;#039;&amp;#039; and not a &amp;#039;&amp;#039;&amp;#039;cvar&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Format of Client Commands==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;commandname/+commandname&amp;#039;&amp;#039;&amp;#039; [value range / restrictions (if applicable)]&lt;br /&gt;
* &amp;#039;&amp;#039;Description of command&amp;#039;&amp;#039;&lt;br /&gt;
===Example===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;special&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Triggers the special ability of the class being played&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General Stuff==&lt;br /&gt;
&lt;br /&gt;
* discard_menu&lt;br /&gt;
&lt;br /&gt;
* saveme&lt;br /&gt;
&lt;br /&gt;
==Class Specific==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
*&lt;br /&gt;
===Sniper===&lt;br /&gt;
*&lt;br /&gt;
===Soldier===&lt;br /&gt;
*&lt;br /&gt;
===Demoman===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det5&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a five second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det20&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 20 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;+det50&amp;#039;&amp;#039;&amp;#039; [None]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a 50 second detpack.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;detstart&amp;#039;&amp;#039;&amp;#039; [5 to 60]&lt;br /&gt;
* &amp;#039;&amp;#039;Sets a detpack with a delay of the amount entered.  Depressing the key before the detpack is fully set cancels the attempt&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Medic===&lt;br /&gt;
*&lt;br /&gt;
===HWGuy===&lt;br /&gt;
*&lt;br /&gt;
===Pyro===&lt;br /&gt;
*&lt;br /&gt;
===Spy===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disguisemenu&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Displays the disguise menu, allowing the player to choose his or her disguise&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloak&amp;#039;&amp;#039;&amp;#039; [none]&lt;br /&gt;
* &amp;#039;&amp;#039;Initiates or ends (depending on status) the spy&amp;#039;s cloak/feign mode.  Pressing it once more while not fully cloaked will cancel the cloak process&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; [1 or 2]&lt;br /&gt;
* &amp;#039;&amp;#039;Engineer: Starts building a structure (quickbuild). 1 for dispenser, 2 for sentry gun.  If already building, triggering the build command cancels the attempt.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Civilian===&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2876</id>
		<title>Client Command:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2876"/>
		<updated>2006-07-03T09:57:28Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
This command is used ingame by players to call for help from allied medics and engineers.&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&lt;br /&gt;
* The command &amp;quot;saveme&amp;quot; triggers a red cross symbol over the player who issues the command.  Allied medics can see this symbol over other players who trigger the command.&lt;br /&gt;
&lt;br /&gt;
==Textual==&lt;br /&gt;
&lt;br /&gt;
Saveme also triggers a text message requesting health and/or armor based on the players current supply.&lt;br /&gt;
&lt;br /&gt;
* If a player needs health and armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health and armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs health:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player is infected:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am infected and need a medic! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player has full health and armor, saveme should not trigger, instead returning a message to the player that they do not need help.&lt;br /&gt;
&lt;br /&gt;
==Audible==&lt;br /&gt;
&lt;br /&gt;
* The saveme command also plays a wav or mp3 file for allies close by alerting them to the request.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* The saveme command can only be called once every 10 seconds.  The visual notifier lasts for this same duration.  say_team text can only be triggered once every 10 seconds per the commands limit.&lt;br /&gt;
&lt;br /&gt;
* Also to note, there should be a separate wrench model to accompany the medic cross, which will display to allied engineers like the cross does to medics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Client Commands]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2875</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2875"/>
		<updated>2006-07-03T09:56:36Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Client Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Client Cvars|Client Cvars]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2873</id>
		<title>Commands:Client</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands:Client&amp;diff=2873"/>
		<updated>2006-07-03T09:55:13Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
Choose the appropriate page.&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Client Commands|Client Commands]]&lt;br /&gt;
* [[:Category:Commands|Client Commands]]&lt;br /&gt;
&lt;br /&gt;
* [[Commands:Client Cvars|Client Cvars]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2872</id>
		<title>Client Command:saveme</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Client_Command:saveme&amp;diff=2872"/>
		<updated>2006-07-03T09:53:40Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
&lt;br /&gt;
This command is used ingame by players to call for help from allied medics and engineers.&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&lt;br /&gt;
* The command &amp;quot;saveme&amp;quot; triggers a red cross symbol over the player who issues the command.  Allied medics can see this symbol over other players who trigger the command.&lt;br /&gt;
&lt;br /&gt;
==Textual==&lt;br /&gt;
&lt;br /&gt;
Saveme also triggers a text message requesting health and/or armor based on the players current supply.&lt;br /&gt;
&lt;br /&gt;
* If a player needs health and armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health and armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs health:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need health! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player only needs armor:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need armor! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player is infected:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am infected and need a medic! %h - %a&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* If a player has full health and armor, saveme should not trigger, instead returning a message to the player that they do not need help.&lt;br /&gt;
&lt;br /&gt;
==Audible==&lt;br /&gt;
&lt;br /&gt;
* The saveme command also plays a wav or mp3 file for allies close by alerting them to the request.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
* The saveme command can only be called once every 10 seconds.  The visual notifier lasts for this same duration.  say_team text can only be triggered once every 10 seconds per the commands limit.&lt;br /&gt;
&lt;br /&gt;
* Also to note, there should be a separate wrench model to accompany the medic cross, which will display to allied engineers like the cross does to medics.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2865</id>
		<title>Weapon:Incendiary Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2865"/>
		<updated>2006-06-26T19:51:29Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The IC is being changed significantly from the TFC version.  The IC projectile is no longer a self-propelled rocket that ignores gravity.  Instead, the cannon is now a proper cannon in the traditional sense of the word.  The projectile is now an unguided, dense lump of flame which is subject to the forces of gravity.  The weapon also provides a kick due to the reactionary force of shooting the projectile.&lt;br /&gt;
&lt;br /&gt;
The values for the speed / range of the IC are just guesses for the moment.  The two will obviously be linked, and having some kind of realistic feeling gravitational force is necessary.  If one is totally wrong, then the other cannot be correct, either.  I.e. it may well just be a case of experimenting with values and seeing how it feels.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* 40 damage per shot&lt;br /&gt;
* Same as Flamethrower in that it doesn&amp;#039;t distribute between health / armour as normal.&lt;br /&gt;
* Causes burn damage as well as the initial damage.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; units&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 1000 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Unlike the TFC version, the IC projectile is NOT propelled.  For maximum range, the optimum firing angle will be 45 degrees.  At 45 degrees and on flat ground (i.e. shot lands at same elevation as the firing player) the IC can shoot a projectile that travels roughly 2048 units.  Experiment with the gravity to achieve this.&lt;br /&gt;
&lt;br /&gt;
==Special== &lt;br /&gt;
* Once hit by the IC, the enemy is classed as being [[Status:On Fire|On Fire]].  &lt;br /&gt;
* Penetrates (very) thin walls and floors.  Very thin is defined by 8 units or less.&lt;br /&gt;
* Can be used to perform a small IC Jump, moreso in conjunction with other weapons.&lt;br /&gt;
* Has a kick.  This kick will make the pyro slide in the opposite direction of the shot&amp;#039;s trajectory.  This can aid players when IC jumping and makes the weapon more gratifying to use.&lt;br /&gt;
* When in motion, the IC projectile drops flame particles.  The flame particles are less dense and affected by the environment more, so they just drop off the main projectile while taking on a similar velocity (with a slightly lower magnitude).  The particles retard more quickly and then float to the ground.&lt;br /&gt;
* The particles, if touching a player, do a nominal amount of damage.  It&amp;#039;s more for a nice effect than anything else.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2864</id>
		<title>Weapon:Incendiary Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2864"/>
		<updated>2006-06-26T19:48:26Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The IC is being changed significantly from the TFC version.  The IC projectile is no longer a self-propelled rocket that ignores gravity.  Instead, the cannon is now a proper cannon in the traditional sense of the word.  The projectile is now an unguided, dense lump of flame which is subject to the forces of gravity.  The weapon also provides a kick due to the reactionary force of shooting the projectile.&lt;br /&gt;
&lt;br /&gt;
The values for the speed / range of the IC are just guesses for the moment.  The two will obviously be linked, and having some kind of realistic feeling gravitational force is necessary.  If one is totally wrong, then the other cannot be correct, either.  I.e. it may well just be a case of experimenting with values and seeing how it feels.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* 40 damage per shot&lt;br /&gt;
* Same as Flamethrower in that it doesn&amp;#039;t distribute between health / armour as normal.&lt;br /&gt;
* Causes burn damage as well as the initial damage.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; units&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 1000 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Unlike the TFC version, the IC projectile is NOT propelled.  For maximum range, the optimum firing angle will be 45 degrees.  At 45 degrees and on flat ground (i.e. shot lands at same elevation as the firing player) the IC can shoot a projectile that travels roughly 2048 units.  Experiment with the gravity to achieve this.&lt;br /&gt;
&lt;br /&gt;
==Special== &lt;br /&gt;
* Once hit by the IC, the enemy is classed as being [[Status:On Fire|On Fire]].  &lt;br /&gt;
* Penetrates (very) thin walls and floors.  Very thin is defined by 8 units or less.&lt;br /&gt;
* Can be used to perform a small IC Jump, moreso in conjunction with other weapons.&lt;br /&gt;
* Has a kick.  This kick will make the pyro slide in the opposite direction of the shot&amp;#039;s trajectory.  This can aid players when IC jumping and makes the weapon more gratifying to use.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2863</id>
		<title>Weapon:Incendiary Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2863"/>
		<updated>2006-06-26T19:47:49Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The IC is being changed significantly from the TFC version.  The IC projectile is no longer a self-propelled rocket that ignores gravity.  Instead, the cannon is now a proper cannon in the traditional sense of the word.  The projectile is now an unguided, dense lump of flame which is subject to the forces of gravity.  The weapon also provides a kick due to the reactionary force of shooting the projectile.&lt;br /&gt;
&lt;br /&gt;
The values for the speed / range of the IC are just guesses for the moment.  The two will obviously be linked, and having some kind of realistic feeling gravitational force is necessary.  If one is totally wrong, then the other cannot be correct, either.  I.e. it may well just be a case of experimenting with values and seeing how it feels.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* 40 damage per shot&lt;br /&gt;
* Same as Flamethrower in that it doesn&amp;#039;t distribute between health / armour as normal.&lt;br /&gt;
* Causes burn damage as well as the initial damage.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; units&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 1000 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Unlike the TFC version, the IC projectile is NOT propelled.  For maximum range, the optimum firing angle will be 45 degrees.  At 45 degrees and on flat ground (i.e. shot lands at same elevation as the firing player) the IC can shoot a projectile that travels roughly 2048 units.  Experiment with the gravity to achieve this.&lt;br /&gt;
&lt;br /&gt;
==Special== &lt;br /&gt;
* Once hit by the IC, the enemy is classed as being [[Status:On Fire|On Fire]].  &lt;br /&gt;
* Penetrates (very) thin walls and floors.  Very thin is defined by 8 units or less.&lt;br /&gt;
* Can be used to perform a small IC Jump, moreso in conjunction with other weapons.&lt;br /&gt;
* Has a kick.  This kick will make the pyro slide in the opposite direction of the shot&amp;#039;s trajectory.  This can aid players when IC jumping.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2862</id>
		<title>Weapon:Incendiary Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=2862"/>
		<updated>2006-06-26T19:45:57Z</updated>

		<summary type="html">&lt;p&gt;Defrag: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
The IC is being changed significantly from the TFC version.  The IC projectile is no longer a self-propelled rocket that ignores gravity.  Instead, the cannon is now a proper cannon in the traditional sense of the word.  The projectile is now an unguided, dense lump of flame which is subject to the forces of gravity.  The weapon also provides a kick due to the reactionary force of shooting the projectile.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* 40 damage per shot&lt;br /&gt;
* Same as Flamethrower in that it doesn&amp;#039;t distribute between health / armour as normal.&lt;br /&gt;
* Causes burn damage as well as the initial damage.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; units&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 1000 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Unlike the TFC version, the IC projectile is NOT propelled.  For maximum range, the optimum firing angle will be 45 degrees.  At 45 degrees and on flat ground (i.e. shot lands at same elevation as the firing player) the IC can shoot a projectile that travels roughly 2048 units.  Experiment with the gravity to achieve this.&lt;br /&gt;
&lt;br /&gt;
==Special== &lt;br /&gt;
* Once hit by the IC, the enemy is classed as being [[Status:On Fire|On Fire]].  &lt;br /&gt;
* Penetrates (very) thin walls and floors.  Very thin is defined by 8 units or less.&lt;br /&gt;
* Can be used to perform a small IC Jump, moreso in conjunction with other weapons.&lt;br /&gt;
* Has a kick.  This kick will make the pyro slide in the opposite direction of the shot&amp;#039;s trajectory.  This can aid players when IC jumping.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Incendiary_Cannon&amp;diff=2861</id>
		<title>Talk:Weapon:Incendiary Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Weapon:Incendiary_Cannon&amp;diff=2861"/>
		<updated>2006-06-26T19:32:30Z</updated>

		<summary type="html">&lt;p&gt;Defrag: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keeping this here for reference.&lt;br /&gt;
&lt;br /&gt;
=TFC stuff= &lt;br /&gt;
&lt;br /&gt;
* Same as Flamethrower in that it doesn&amp;#039;t distribute between health / armour as normal.&lt;br /&gt;
* Versus soldier (100|200, 0.8 armour) in one hit, it varied between 90|170 and 86|166.&lt;br /&gt;
* Causes burn damage as well as the initial damage.&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 600 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Probably the same as the [[Weapon:Rocket Propelled Grenade|RPG]].&lt;br /&gt;
&lt;br /&gt;
==Special== &lt;br /&gt;
* Once hit by the IC, the enemy is classed as being [[Status:On Fire|On Fire]].  &lt;br /&gt;
* Penetrates thin walls and floors.&lt;br /&gt;
* Can be used to perform a small IC Jump, moreso in conjunction with other weapons.&lt;/div&gt;</summary>
		<author><name>Defrag</name></author>
	</entry>
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