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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Desyphur</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<updated>2026-05-09T00:33:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Invisibility&amp;diff=5955</id>
		<title>Class Ability:Invisibility</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Invisibility&amp;diff=5955"/>
		<updated>2008-01-03T07:28:04Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: /* Once cloaked, the following rules are in effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The spy&amp;#039;s replacement for TFC&amp;#039;s feigning is Invisibility (aka cloaking).&lt;br /&gt;
&lt;br /&gt;
Invisible players drop a ragdoll as cloaking begins; this means enemies can potentially find cloaked spies.  The ragdoll should not make much noise when hitting the floor.&lt;br /&gt;
[[Image:ff_well0003.jpg|thumb|A player cloaking]]&lt;br /&gt;
==Conditions that must be met when attempting to cloak==&lt;br /&gt;
* Players must be stationary to initiate a silent cloaking process, but not if you choose to do a regular cloak. If a regular cloak is chosen, the ragdoll does make a loud. &lt;br /&gt;
* Players must not be holding items that prevent cloaking (standard flags, goals etc).  This should be LUA-controlled at the mapper&amp;#039;s discretion.  99.9% of goals should prevent cloaking while the goal is in the spy&amp;#039;s possession, but it should be left to the mapper for fun maps amongst other things.&lt;br /&gt;
&lt;br /&gt;
==Once cloaked, the following rules are in effect==&lt;br /&gt;
&lt;br /&gt;
Cloaked players may:&lt;br /&gt;
* Throw grenades as normal.&lt;br /&gt;
* Change disguise while invisible, but it takes 50% longer to complete the disguise change.  This always affects the disguise timer regardless of whether the spy started the disguise change before cloaking (i.e. from the moment the cloak is triggered, the disguise timer is slowed down 50%)&lt;br /&gt;
* Be damaged by weapons as usual.&lt;br /&gt;
* Pick up items and receive ammunition.&lt;br /&gt;
* Be moved by weapons or grenades, but they lose their cloak.&lt;br /&gt;
&lt;br /&gt;
Additionally, cloaked players cannot:&lt;br /&gt;
* [[Movement:Bunnyhopping|Bunnyhop]] effectively, as when they jump their speed decreases.&lt;br /&gt;
&lt;br /&gt;
==Visual Effects==&lt;br /&gt;
* When the cloaking begins &amp;#039;&amp;#039;&amp;#039;AND&amp;#039;&amp;#039;&amp;#039; ends, there is a visual effect that lasts roughly a second or so (something like the T1000 changing states).  &lt;br /&gt;
* Cloaked players are partially visible to teammates (predator style shader effect), as well as having a team-colored icon above their head, but not to enemies.&lt;br /&gt;
* If damaged, there is a visible shimmer / loss of stealth.  Cloaked spies don&amp;#039;t bleed, but their cover may be compromised.&lt;br /&gt;
&lt;br /&gt;
==Sentry Guns==&lt;br /&gt;
* When the cloaking begins, even if disguised as an enemy, a spy can be spotted, shot at and killed by an enemy Sentry Gun. &lt;br /&gt;
&lt;br /&gt;
[[Category:Spy_Abilities]]&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Invisibility&amp;diff=5954</id>
		<title>Class Ability:Invisibility</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Invisibility&amp;diff=5954"/>
		<updated>2008-01-03T07:27:51Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: /* Once cloaked, the following rules are in effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
The spy&amp;#039;s replacement for TFC&amp;#039;s feigning is Invisibility (aka cloaking).&lt;br /&gt;
&lt;br /&gt;
Invisible players drop a ragdoll as cloaking begins; this means enemies can potentially find cloaked spies.  The ragdoll should not make much noise when hitting the floor.&lt;br /&gt;
[[Image:ff_well0003.jpg|thumb|A player cloaking]]&lt;br /&gt;
==Conditions that must be met when attempting to cloak==&lt;br /&gt;
* Players must be stationary to initiate a silent cloaking process, but not if you choose to do a regular cloak. If a regular cloak is chosen, the ragdoll does make a loud. &lt;br /&gt;
* Players must not be holding items that prevent cloaking (standard flags, goals etc).  This should be LUA-controlled at the mapper&amp;#039;s discretion.  99.9% of goals should prevent cloaking while the goal is in the spy&amp;#039;s possession, but it should be left to the mapper for fun maps amongst other things.&lt;br /&gt;
&lt;br /&gt;
==Once cloaked, the following rules are in effect==&lt;br /&gt;
&lt;br /&gt;
Cloaked players may:&lt;br /&gt;
* Throw grenades as normal.&lt;br /&gt;
* Change disguise while invisible, but it takes 50% longer to complete the disguise change.  This always affects the disguise timer regardless of whether the spy started the disguise change before cloaking (i.e. from the moment the cloak is triggered, the disguise timer is slowed down 50%)&lt;br /&gt;
* Be damaged by weapons as usual.&lt;br /&gt;
* Pick up items and receive ammunition.&lt;br /&gt;
* Be moved by weapons or grenades, but they lose their cloak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, cloaked players cannot:&lt;br /&gt;
* [[Movement:Bunnyhopping|Bunnyhop]] effectively, as when they jump their speed decreases.&lt;br /&gt;
&lt;br /&gt;
==Visual Effects==&lt;br /&gt;
* When the cloaking begins &amp;#039;&amp;#039;&amp;#039;AND&amp;#039;&amp;#039;&amp;#039; ends, there is a visual effect that lasts roughly a second or so (something like the T1000 changing states).  &lt;br /&gt;
* Cloaked players are partially visible to teammates (predator style shader effect), as well as having a team-colored icon above their head, but not to enemies.&lt;br /&gt;
* If damaged, there is a visible shimmer / loss of stealth.  Cloaked spies don&amp;#039;t bleed, but their cover may be compromised.&lt;br /&gt;
&lt;br /&gt;
==Sentry Guns==&lt;br /&gt;
* When the cloaking begins, even if disguised as an enemy, a spy can be spotted, shot at and killed by an enemy Sentry Gun. &lt;br /&gt;
&lt;br /&gt;
[[Category:Spy_Abilities]]&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Incendiary_Cannon&amp;diff=5953</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=5953"/>
		<updated>2008-01-03T07:19:28Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
[[Image:pyroprg.jpg|frame|]]&lt;br /&gt;
The IC is very different, compared to 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;
* Used by the [[Class:Pyro|Pyro]].&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;
* 0.83 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;
* 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;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pipe_Launcher&amp;diff=5479</id>
		<title>Weapon:Pipe Launcher</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pipe_Launcher&amp;diff=5479"/>
		<updated>2008-01-01T00:22:22Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
&lt;br /&gt;
[[Image:Pipe.jpg|frame|]]&lt;br /&gt;
&lt;br /&gt;
* 108 damage when someone is standing directly on a pipe. &lt;br /&gt;
* Used by the [[Class:Demoman|Demoman]].&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;
* 1.67 shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 108 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Reload==&lt;br /&gt;
* Pipe Launcher holds six rounds (ammo and properties are shared with the [[Weapon:Grenade Launcher|Grenade Launcher]]) &lt;br /&gt;
* Reloads at a rate of &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; rounds per second&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Dependant on angle / elevation etc.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Can be remotely detonated through the use of the [[Class:Demoman|Demoman&amp;#039;s]] special skill key.&lt;br /&gt;
* Can be used to perform a Pipe Jump.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pipe_Launcher&amp;diff=5476</id>
		<title>Weapon:Pipe Launcher</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pipe_Launcher&amp;diff=5476"/>
		<updated>2008-01-01T00:21:50Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
&lt;br /&gt;
[[Image:Pipe.jpg|frame|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 108 damage when someone is standing directly on a pipe. &lt;br /&gt;
* Used by the [[Class:Demoman|Demoman]].&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;
* 1.67 shots per second&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 108 units per second&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Rocket|Rockets]]&lt;br /&gt;
&lt;br /&gt;
==Reload==&lt;br /&gt;
* Pipe Launcher holds six rounds (ammo and properties are shared with the [[Weapon:Grenade Launcher|Grenade Launcher]]) &lt;br /&gt;
* Reloads at a rate of &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; rounds per second&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Dependant on angle / elevation etc.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Can be remotely detonated through the use of the [[Class:Demoman|Demoman&amp;#039;s]] special skill key.&lt;br /&gt;
* Can be used to perform a Pipe Jump.&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Assault_Cannon&amp;diff=5453</id>
		<title>Weapon:Assault Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Assault_Cannon&amp;diff=5453"/>
		<updated>2008-01-01T00:14:51Z</updated>

		<summary type="html">&lt;p&gt;Desyphur: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
* Used by the [[Class:HWGuy|HWGuy]].&lt;br /&gt;
[[Image:ac.jpg|frame|]]&lt;br /&gt;
==Damage==&lt;br /&gt;
* 4.4 damage per shell&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* 10 shots per second (variable depending upon heat gauge)&lt;br /&gt;
&lt;br /&gt;
==Spread of Fire==&lt;br /&gt;
* Fairly wide.  It should be inaccurate in yard situations, or shooting past medium distance.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Shell|Shells]]&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Unlike in TFC, the Assault Cannon starts at a low rate of fire (ROF) and gradually proceeds to a higher ROF.&lt;br /&gt;
* ROF is measured alongside heat (the gauge for which appears both on the AC first-person model and under the crosshair). By tapping the fire button carefully at higher heat levels, you can maintain a high ROF.&lt;br /&gt;
* If the heat gauge hits maximum, the AC sputters out and stops firing until it cools back down. It can then be started up as normal.&lt;br /&gt;
* The AC&amp;#039;s bullets have a push effect on players it hits. Higher ROF means a higher pushback (as the hits add up).&lt;br /&gt;
* The HW moves at a speed 80 units per second when the AC is spinning.&lt;br /&gt;
&lt;br /&gt;
I really have no idea how to get this data.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hitscan]]&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Desyphur</name></author>
	</entry>
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