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	<updated>2026-05-08T14:23:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamAllies&amp;diff=2717</id>
		<title>Lua:SetTeamAllies</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:SetTeamAllies&amp;diff=2717"/>
		<updated>2006-06-03T04:30:02Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SetTeamAllies==&lt;br /&gt;
&lt;br /&gt;
SetTeamAllies is used to ally one team to another.&lt;br /&gt;
&lt;br /&gt;
The SetTeamAllies function only works within a .lua files startup() section. This startup() function&lt;br /&gt;
can be added to any .lua file but there should be only one within a .lua file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This function is deprecated&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example .LUA startup() function===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function startup()&lt;br /&gt;
     SetTeamAllies( BLUE_TEAM, 16 );&lt;br /&gt;
     SetTeamAllies( YELLOW_TEAM, 4 );&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the first parameter in SetTeamAllies is the team that&amp;#039;s going to be given an ally. The second command is (for now) a bit field of the team who is going to be the ally.&lt;br /&gt;
&lt;br /&gt;
===Setting blue team to have an ally of yellow team===&lt;br /&gt;
&amp;lt;pre&amp;gt;SetTeamAllies( BLUE_TEAM, 16 );&amp;lt;/pre&amp;gt;&lt;br /&gt;
This tells BLUE TEAM to have an ally of YELLOW TEAM.&lt;br /&gt;
&lt;br /&gt;
===Setting yellow team to have an ally of blue team===&lt;br /&gt;
&amp;lt;pre&amp;gt;SetTeamAllies( YELLOW_TEAM, 4 );&amp;lt;/pre&amp;gt;&lt;br /&gt;
Similarly, this tells YELLOW TEAM to have an ally of BLUE TEAM.&lt;br /&gt;
&lt;br /&gt;
Listing of teams as their &amp;#039;bitfield&amp;#039; value:&lt;br /&gt;
===Team &amp;#039;bitfield&amp;#039; values===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
blue team:   4&lt;br /&gt;
red team:    8&lt;br /&gt;
yellow team: 16&lt;br /&gt;
green team:  32&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA_Commands]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=2716</id>
		<title>Lua:Interaction</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=2716"/>
		<updated>2006-06-03T04:26:53Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
For all of the following events, the first parameter to the function will be the player that caused the event, where applicable. The &amp;#039;&amp;#039;&amp;#039;entid&amp;#039;&amp;#039;&amp;#039; global variable will be set which contains the entity that fired the event. Additionally, more global variables may be set and read by the engine depending on the event.&lt;br /&gt;
&lt;br /&gt;
Whenever an event is called, the engine will run the lua command &amp;#039;&amp;#039;&amp;#039;&amp;lt;entity name&amp;gt;:&amp;lt;event name&amp;gt;()&amp;#039;&amp;#039;&amp;#039;. This means that if you have an info_ff_script entity named &amp;#039;&amp;#039;&amp;#039;red_flag&amp;#039;&amp;#039;&amp;#039; and the event &amp;#039;&amp;#039;&amp;#039;touch&amp;#039;&amp;#039;&amp;#039; is being called, then &amp;#039;&amp;#039;&amp;#039;red_flag:touch(12)&amp;#039;&amp;#039;&amp;#039; may be called, if the player with id 12 touches the flag.&lt;br /&gt;
&lt;br /&gt;
The following is a good way to define entities:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
red_flag = info_ff_script:new({})&lt;br /&gt;
function red_flag:touch(player_id)&lt;br /&gt;
   if GetPlayerTeam(player_id) == TEAM_BLUE then&lt;br /&gt;
      Pickup( entid, player_id )&lt;br /&gt;
   end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that the way objects are created in lua is slightly confusing, so reading [http://www.lua.org/pil Programming in Lua] may be helpful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Global Events ==&lt;br /&gt;
These are functions that are called by the engine that do not belong inside any class. Simply declare them as globals in the lua namespace by doing something like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function precache()&lt;br /&gt;
   --stuff here&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== tick() ===&lt;br /&gt;
This function is called every second by the engine. Note that this function is in use by base.lua, so should not be declared again. To interface with this command, it must be [[hooked]]. A better method would be to use the scheduling interface may be found in the scheduling section of the API.&lt;br /&gt;
&lt;br /&gt;
=== precache() ===&lt;br /&gt;
This function is called when the map starts, before entities have been initialized. The main purpose of this is to precache all sound elements that &lt;br /&gt;
&lt;br /&gt;
=== startup() ===&lt;br /&gt;
This function is called when the map starts, after all the entities have been initialized. The main purpose of this function is to set properties of entities or teams, as well as initialize lua variables. Note that lua variables may be initialized outside this function however.&lt;br /&gt;
&lt;br /&gt;
=== player_spawn() ===&lt;br /&gt;
This function is called whenever a player spawns in this map.&lt;br /&gt;
&lt;br /&gt;
=== player_killed() ===&lt;br /&gt;
This function is called whenever a player dies. The global variable &amp;quot;killer&amp;quot; will be set, which contains the player that killed this player.&lt;br /&gt;
&lt;br /&gt;
=== player_ondamage() ===&lt;br /&gt;
This function is called whenever a player takes damage. The following variables are set in the global lua namespace before this function is called:&lt;br /&gt;
*info_damage: The amount of damage that the player will recieve.&lt;br /&gt;
*info_attacker: The player that fired the attack.&lt;br /&gt;
*info_classname: The classname of the weapon that hit the player. Note that this may be the classname of the projectile for projectile weapons, or the classname of the weapon for non-projectile weapons.&lt;br /&gt;
This function may modify the info_damage global variable in the global scope. If it does, the damage the player takes will be changed. This means that the script for a map can make players recieve more  or less damage through scripting. Here is an example script that makes the player take no damage from the super shotgun.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function player_ondamage(player_id)&lt;br /&gt;
	ConsoleToAll(GetPlayerName(info_attacker)..&amp;quot; shot &amp;quot;..GetPlayerName(player_id)..&amp;quot; with a &amp;quot;..info_classname..&amp;quot; for &amp;quot;..info_damage..&amp;quot; damage&amp;quot;)&lt;br /&gt;
	if info_classname == &amp;quot;ff_weapon_supershotgun&amp;quot; then&lt;br /&gt;
		ConsoleToAll(&amp;quot;Take no damage from supershotty&amp;quot;)&lt;br /&gt;
		info_damage = 0&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== flaginfo() ===&lt;br /&gt;
&lt;br /&gt;
== info_ff_script entity ==&lt;br /&gt;
To create scripting for info_ff_script entities, simply extend the base info_ff_script class that is defined in base.lua and add functionality. Alternatively, you may extend the predefined classes [[#genericbackpack]] for respawning items or [[#baseflag]] for items the player may carry.&lt;br /&gt;
&lt;br /&gt;
=== precache() ===&lt;br /&gt;
This function is called when the entity has started to spawn and needs to precache any models that this entity needs.&lt;br /&gt;
&lt;br /&gt;
=== spawn() ===&lt;br /&gt;
This function is called when the entity has finished spawning so that the model for it can be set as well as initialize any variables for this script.&lt;br /&gt;
&lt;br /&gt;
=== touch() ===&lt;br /&gt;
This function is called when this entity is touched by a player.&lt;br /&gt;
&lt;br /&gt;
=== ownerdie() ===&lt;br /&gt;
This function is called when the player carrying this item (if it is attached to a player) dies.&lt;br /&gt;
&lt;br /&gt;
=== materialize() ===&lt;br /&gt;
This function is called when this item has finished waiting to respawn and has respawned.&lt;br /&gt;
&lt;br /&gt;
=== ondrop() ===&lt;br /&gt;
This function is called whenever the player dies or drops the item.&lt;br /&gt;
&lt;br /&gt;
=== onloseitem() ===&lt;br /&gt;
This function is called whenever the player loses this item for any reason (drops it, or is captured).&lt;br /&gt;
&lt;br /&gt;
=== onreturn() ===&lt;br /&gt;
This function is called when the item has been unattached to a player for the specified amount of time and it returns to its starting point.&lt;br /&gt;
&lt;br /&gt;
=== dropitemcmd() ===&lt;br /&gt;
This function is called when the player that has this item presses the [[Command:dropitems|dropitems command]].&lt;br /&gt;
&lt;br /&gt;
== info_ff_teamspawn ==&lt;br /&gt;
This entity is used to control where players spawn at. The engine will choose a spawn point where the player can spawn it and call the validspawn() function (see below). If it returns true then the player will spawn at this entity&amp;#039;s location. Otherwise, the engine will attempt to spawn the player at the next spawn point. If no spawn points are valid, then it will pick a random one and spawn the player there.&lt;br /&gt;
&lt;br /&gt;
=== validspawn() ===&lt;br /&gt;
This function is called whenever a player attempts to spawn at this location. Return true if the player can spawn here, otherwise return false.&lt;br /&gt;
&lt;br /&gt;
== func_button ==&lt;br /&gt;
&lt;br /&gt;
=== ondamage() ===&lt;br /&gt;
See [[#player_ondamage]] for parameter information. Additionally, if info_damage is set to 0 by the script, or the function returns false, the button will not be fired by this press. An example of allowing only spanners to hit a button:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bob = func_button:new({})&lt;br /&gt;
function bob:ondamage()&lt;br /&gt;
	ConsoleToAll(GetPlayerName(info_attacker)..&amp;quot; shot button with a &amp;quot;..info_classname..&amp;quot; for &amp;quot;..info_damage..&amp;quot; damage&amp;quot;)&lt;br /&gt;
	if info_classname == &amp;quot;ff_weapon_spanner&amp;quot; then&lt;br /&gt;
		PressButton(entname)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== allowed() ===&lt;br /&gt;
This function will be called whenever this button is attempted to be pressed. If it returns true, then the button will fire, otherwise it will not.&lt;br /&gt;
&lt;br /&gt;
== trigger_ff_script and trigger_multiple ==&lt;br /&gt;
These entities are exactly the same. Most of these functions will also work with the other trigger_* entities.&lt;br /&gt;
&lt;br /&gt;
=== allowed() ===&lt;br /&gt;
Called when the engine needs to know if the player in the first parameter of this function is allowed to trigger this entity. Return true from this function if the trigger is allowed, otherwise return false.&lt;br /&gt;
&lt;br /&gt;
=== onfailtouch() ===&lt;br /&gt;
Called when allowed() returns false.&lt;br /&gt;
&lt;br /&gt;
=== ontouch() ===&lt;br /&gt;
Called when a player starts touching this entity.&lt;br /&gt;
&lt;br /&gt;
=== onendtouch() ===&lt;br /&gt;
Called when a player stops touching this entity.&lt;br /&gt;
&lt;br /&gt;
=== ontrigger() ===&lt;br /&gt;
Called when this entity is triggered. Note that this takes into account the wait time of this trigger, whereas ontouch() does not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:LUA]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=2167</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=2167"/>
		<updated>2006-01-22T19:13:22Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Stats System &amp;amp; Global Awards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a temp page.  I&amp;#039;m trying to get a feel for the way these things are done.  I&amp;#039;ll flesh this out when I get back later, then create all the pages as blanks etc. - Def&lt;br /&gt;
&lt;br /&gt;
=Contents=&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
*[[Classes]]&lt;br /&gt;
*[[Armour Types]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Grenades]]&lt;br /&gt;
*[[Buildables]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Ammo Types]]&lt;br /&gt;
*[[Movement System]]&lt;br /&gt;
*[[Game Types]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Forever Commands==&lt;br /&gt;
*[[FF Commands]]&lt;br /&gt;
&lt;br /&gt;
==Personal Scoring and Gameplay Awards==&lt;br /&gt;
*[[Personal Scoring]]&lt;br /&gt;
*[[Gameplay Awards]]&lt;br /&gt;
&lt;br /&gt;
==Stats System &amp;amp; Global Awards==&lt;br /&gt;
*[[Stats System]]&lt;br /&gt;
*[[Global Awards]]&lt;br /&gt;
*[[Stats coding]]&lt;br /&gt;
&lt;br /&gt;
==Accessibility==&lt;br /&gt;
*[[Hints]]&lt;br /&gt;
*[[Map Helpers]]&lt;br /&gt;
*[[Training System]]&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
*[[Bots]]&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
*[[Menu System]]&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
*[[Entity Set]]&lt;br /&gt;
*[[Interacting with Lua]]&lt;br /&gt;
*[[Lua Commands]]&lt;br /&gt;
*[[Map Templates]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*[[Demo Features]]&lt;br /&gt;
*[[Substitute System]]&lt;br /&gt;
*[[Animation]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class_Ability:Disguise&amp;diff=2166</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=2166"/>
		<updated>2006-01-22T17:52:30Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Class Identification */&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;
==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;
==Friendly Indicators==&lt;br /&gt;
When a disguised allied spy is viewed by a teammate, a visual indicator should be displayed.  This 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;
==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 [[Armour_Types|Armour]] absorption ratios relative to the class&amp;#039; remaining health values and associated armour type.  &lt;br /&gt;
&lt;br /&gt;
==Class Identification==&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 they could only equip one weapon in third person mode, making them 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.  The only thing left to decide on is how we approach the first person visual effects.  See the [[Talk:Class_Ability:Disguise|discussion]] page.&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;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Class_Ability:Disguise&amp;diff=2165</id>
		<title>Talk:Class Ability:Disguise</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Class_Ability:Disguise&amp;diff=2165"/>
		<updated>2006-01-22T17:51:34Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stuff=&lt;br /&gt;
The only real thing left to resolve is the viewmodel effects when disguised as another class.  A few ideas:&lt;br /&gt;
&lt;br /&gt;
==Ideas==&lt;br /&gt;
*A: ETF style translucent weapons.  The weapon actually equipped shimmers and changes into the weapon people see you carrying in 3rd person mode.&lt;br /&gt;
*B: Display the corresponding viewmodel as held by the class you&amp;#039;re disguised as.  Forget the spy&amp;#039;s weapons.&lt;br /&gt;
*C: Display the spy&amp;#039;s viewmodel.  Forget the disguise weapons.&lt;br /&gt;
*D: Same as B or C, but instead of just forgetting the spy or disguise weapon, use some kind of HUD element to indicate which weapon you&amp;#039;re holding.&lt;br /&gt;
&lt;br /&gt;
==Advantages / Disadvantages of each:==&lt;br /&gt;
*A: Cool, good blend of both worlds / Harder to implement.  Probably requires more resources to do (both time, effort and computer resources [lower framerate etc]).  Requires weapon models to be activated to be of any use.&lt;br /&gt;
*B: It&amp;#039;s easy to remember which weapon you&amp;#039;ve got selected as spy anyway, pretty easy solution / Requires weapon models to be activated, will probably require more memory as you will potentially be displaying more viewmodels.&lt;br /&gt;
*C: Simple, no hassle, no extra resources required.  Newbies probably won&amp;#039;t care about the intracacies of holding the correct weapon anyway.  The veterans can learn the combinations anyway / Not as easy as it could be.  No wow factor.&lt;br /&gt;
*D: All the advantages of either B or C, but with the extra functionality if people need it.  Doesn&amp;#039;t require viewmodels to be on.  Could be turned off if a player finds it annoying / No wow factor.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
The main thing I&amp;#039;m (Defrag) wondering about is memory.  If you play as a certain class, then does the game cache only the viewmodels &amp;amp; viewmodel textures for the class?  If so, then playing as spy (with solutions A, B or D) would potentially cause all of the class viewmodels to be cached because as spy you can potentially disguise as any class and hold any weapon.  &lt;br /&gt;
&lt;br /&gt;
If all viewmodels are cached regardless, then it&amp;#039;s not an issue.  However, if models are selectively cached, then it could be a problem.  Could we simply load the non-cached files on the fly when the player starts to disguise? (e.g. if they start to disguise as soldier, then ensure the RPG, Crowbar and Single Shotgun are already in memory, and if not, load them).  I need a techie dude to tell me how much of a consideration this is and, indeed, whether I should be concerned about it at all.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m leaning towards D at the moment.  The only downside with that approach is we&amp;#039;d need icons for every weapon, and the icons to be easily distinguishable.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Perhaps having a spinning w_model in a hud element?&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:BaseTeamplay&amp;diff=1598</id>
		<title>Map Template:BaseTeamplay</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:BaseTeamplay&amp;diff=1598"/>
		<updated>2005-12-27T11:44:33Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Backpacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Backpacks=&lt;br /&gt;
*&amp;lt;b&amp;gt;healthkit&amp;lt;/b&amp;gt; (info_ff_script): Health kit containing 50 health&lt;br /&gt;
*&amp;lt;b&amp;gt;armorkit&amp;lt;/b&amp;gt; (info_ff_script): Armor pack containing 200 armour&lt;br /&gt;
*&amp;lt;b&amp;gt;ammobackpack&amp;lt;/b&amp;gt; (info_ff_script): Backpack containing 20 rpg rounds, 50 bullets, 50 nails, 100 shells, 15 rockets, and 70 cells&lt;br /&gt;
*&amp;lt;b&amp;gt;grenbackpack&amp;lt;/b&amp;gt; (info_ff_script): Backpack containing 2 primary grenades and 2 secondary grenades&lt;br /&gt;
*&amp;lt;b&amp;gt;bluehealthkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for blue team&lt;br /&gt;
*&amp;lt;b&amp;gt;bluearmorkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for blue team&lt;br /&gt;
*&amp;lt;b&amp;gt;blueammobackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for blue team&lt;br /&gt;
*&amp;lt;b&amp;gt;bluegrenbackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for blue team&lt;br /&gt;
*&amp;lt;b&amp;gt;redhealthkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redarmorkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redammobackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redgrenbackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
&lt;br /&gt;
=Respawn Doors=&lt;br /&gt;
*&amp;lt;b&amp;gt;blue_respawndoor&amp;lt;/b&amp;gt; (trigger_multiple): Validator for blue respawn door&lt;br /&gt;
*&amp;lt;b&amp;gt;red_respawndoor&amp;lt;/b&amp;gt; (trigger_multiple): Validator for red respawn door&lt;br /&gt;
&lt;br /&gt;
=Spawn points=&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn&amp;lt;/b&amp;gt; (info_ff_teamspawn): Spawn point for blue player&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn&amp;lt;/b&amp;gt; (info_ff_teamspawn): Spawn point for red player&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:BaseTeamplay&amp;diff=470</id>
		<title>Map Template:BaseTeamplay</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:BaseTeamplay&amp;diff=470"/>
		<updated>2005-12-27T11:44:09Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Backpacks=&lt;br /&gt;
*&amp;lt;b&amp;gt;healthkit&amp;lt;/b&amp;gt; (info_ff_script): Health kit containing 50 health&lt;br /&gt;
*&amp;lt;b&amp;gt;armorkit&amp;lt;/b&amp;gt; (info_ff_script): Armor pack containing 200 armour&lt;br /&gt;
*&amp;lt;b&amp;gt;ammobackpack&amp;lt;/b&amp;gt; (info_ff_script): Backpack containing 20 rpg rounds, 50 bullets, 50 nails, 100 shells, 15 rockets, and 70 cells&lt;br /&gt;
*&amp;lt;b&amp;gt;grenbackpack&amp;lt;/b&amp;gt; (info_ff_script): Backpack containing 2 primary grenades and 2 secondary grenades&lt;br /&gt;
*&amp;lt;b&amp;gt;bluehealthkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;bluearmorkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;blueammobackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;bluegrenbackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redhealthkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redarmorkit&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redammobackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
*&amp;lt;b&amp;gt;redgrenbackpack&amp;lt;/b&amp;gt; (info_ff_script): see above, for red team&lt;br /&gt;
&lt;br /&gt;
=Respawn Doors=&lt;br /&gt;
*&amp;lt;b&amp;gt;blue_respawndoor&amp;lt;/b&amp;gt; (trigger_multiple): Validator for blue respawn door&lt;br /&gt;
*&amp;lt;b&amp;gt;red_respawndoor&amp;lt;/b&amp;gt; (trigger_multiple): Validator for red respawn door&lt;br /&gt;
&lt;br /&gt;
=Spawn points=&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn&amp;lt;/b&amp;gt; (info_ff_teamspawn): Spawn point for blue player&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn&amp;lt;/b&amp;gt; (info_ff_teamspawn): Spawn point for red player&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=1567</id>
		<title>Map Template:CTF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=1567"/>
		<updated>2005-12-27T11:36:46Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
This is your standard run-of-the-mill Capture the Flag map. All of the [[MapTemplate:BaseTeamplay|Basic Teamplay]] entities are supported.&lt;br /&gt;
&lt;br /&gt;
=Entities=&lt;br /&gt;
*&amp;lt;b&amp;gt;redflag&amp;lt;/b&amp;gt; (info_ff_script): Location for the red flag&lt;br /&gt;
*&amp;lt;b&amp;gt;blueflag&amp;lt;/b&amp;gt; (info_ff_script): Location for the blue flag&lt;br /&gt;
*&amp;lt;b&amp;gt;redcap&amp;lt;/b&amp;gt; (trigger_ff_script): Location for the red capture point (to capture the blue flag)&lt;br /&gt;
*&amp;lt;b&amp;gt;bluecap&amp;lt;/b&amp;gt; (trigger_ff_script): Location for the blue capture point (to capture the red flag)&lt;br /&gt;
&lt;br /&gt;
=Lua Script=&lt;br /&gt;
&amp;lt;pre&amp;gt;POINTS_PER_CAPTURE = 10;&lt;br /&gt;
FLAG_RETURN_TIME = 15&lt;br /&gt;
&lt;br /&gt;
IncludeScript(&amp;quot;base_ctf&amp;quot;);&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=469</id>
		<title>Map Template:CTF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=469"/>
		<updated>2005-12-04T23:26:57Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
This is your standard run-of-the-mill Capture the Flag map. All of the [[MapTemplate:BaseTeamplay|Basic Teamplay]] entities are supported.&lt;br /&gt;
&lt;br /&gt;
=Entities=&lt;br /&gt;
*&amp;lt;b&amp;gt;redflag&amp;lt;/b&amp;gt; (info_ff_script): Location for the red flag&lt;br /&gt;
*&amp;lt;b&amp;gt;blueflag&amp;lt;/b&amp;gt; (info_ff_script): Location for the blue flag&lt;br /&gt;
*&amp;lt;b&amp;gt;redcap&amp;lt;/b&amp;gt; (func_ff_script): Location for the red capture point (to capture the blue flag)&lt;br /&gt;
*&amp;lt;b&amp;gt;bluecap&amp;lt;/b&amp;gt; (func_ff_script): Location for the blue capture point (to capture the red flag)&lt;br /&gt;
&lt;br /&gt;
=Lua Script=&lt;br /&gt;
&amp;lt;pre&amp;gt;POINTS_PER_CAPTURE = 10;&lt;br /&gt;
FLAG_RETURN_TIME = 15&lt;br /&gt;
&lt;br /&gt;
IncludeScript(&amp;quot;base_ctf&amp;quot;);&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=370</id>
		<title>Map Template:CTF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:CTF&amp;diff=370"/>
		<updated>2005-12-04T23:20:36Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
This is your standard run-of-the-mill Capture the Flag map. All of the [[MapTemplate:BaseTeamplay|Basic Teamplay]] entities are supported.&lt;br /&gt;
&lt;br /&gt;
=Entities=&lt;br /&gt;
[b]redflag[/b] (info_ff_script): Location for the red flag&lt;br /&gt;
[b]blueflag[/b] (info_ff_script): Location for the blue flag&lt;br /&gt;
[b]redcap[/b] (func_ff_script): Location for the red capture point (to capture the blue flag)&lt;br /&gt;
[b]bluecap[/b] (func_ff_script): Location for the blue capture point (to capture the red flag)&lt;br /&gt;
&lt;br /&gt;
=Lua Script=&lt;br /&gt;
[code]POINTS_PER_CAPTURE = 10;&lt;br /&gt;
FLAG_RETURN_TIME = 15&lt;br /&gt;
&lt;br /&gt;
IncludeScript(&amp;quot;base_ctf&amp;quot;);[/code]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=411</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=411"/>
		<updated>2005-12-04T22:50:12Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: /* Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a temp page.  I&amp;#039;m trying to get a feel for the way these things are done.  I&amp;#039;ll flesh this out when I get back later, then create all the pages as blanks etc. - Def&lt;br /&gt;
&lt;br /&gt;
=Contents=&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
*[[Classes]]&lt;br /&gt;
*[[Armour Types]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Grenades]]&lt;br /&gt;
*[[Buildables]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Ammo Types]]&lt;br /&gt;
*[[Movement System]]&lt;br /&gt;
*[[Game Types]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Forever Commands==&lt;br /&gt;
*[[FF Commands]]&lt;br /&gt;
&lt;br /&gt;
==Personal Scoring and Gameplay Awards==&lt;br /&gt;
*[[Personal Scoring]]&lt;br /&gt;
*[[Gameplay Awards]]&lt;br /&gt;
&lt;br /&gt;
==Stats System &amp;amp; Global Awards==&lt;br /&gt;
*[[Stats System]]&lt;br /&gt;
*[[Global Awards]]&lt;br /&gt;
&lt;br /&gt;
==Accessibility==&lt;br /&gt;
*[[Hints]]&lt;br /&gt;
*[[Map Helpers]]&lt;br /&gt;
*[[Training System]]&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
*[[Bots]]&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
*[[Menu System]]&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
*[[Entity Set]]&lt;br /&gt;
*[[Interacting with Lua]]&lt;br /&gt;
*[[Lua Commands]]&lt;br /&gt;
*[[Map Templates]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*[[Demo Features]]&lt;br /&gt;
*[[Substitute System]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=1561</id>
		<title>Lua:Interaction</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua:Interaction&amp;diff=1561"/>
		<updated>2005-10-20T08:10:11Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stub&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=369</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=369"/>
		<updated>2005-10-20T08:09:50Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a temp page.  I&amp;#039;m trying to get a feel for the way these things are done.  I&amp;#039;ll flesh this out when I get back later, then create all the pages as blanks etc. - Def&lt;br /&gt;
&lt;br /&gt;
=Contents=&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
*[[Classes]]&lt;br /&gt;
*[[Armour Types]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Grenades]]&lt;br /&gt;
*[[Buildables]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Ammo Types]]&lt;br /&gt;
*[[Movement System]]&lt;br /&gt;
*[[Game Types]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Forever Commands==&lt;br /&gt;
*[[FF Commands]]&lt;br /&gt;
&lt;br /&gt;
==Personal Scoring and Gameplay Awards==&lt;br /&gt;
*[[Personal Scoring]]&lt;br /&gt;
*[[Gameplay Awards]]&lt;br /&gt;
&lt;br /&gt;
==Stats System &amp;amp; Global Awards==&lt;br /&gt;
*[[Stats System]]&lt;br /&gt;
*[[Global Awards]]&lt;br /&gt;
&lt;br /&gt;
==Accessibility==&lt;br /&gt;
*[[Hints]]&lt;br /&gt;
*[[Map Helpers]]&lt;br /&gt;
*[[Training System]]&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
*[[Bots]]&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
*[[Menu System]]&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
*[[Entity Set]]&lt;br /&gt;
*[[Interacting with Lua]]&lt;br /&gt;
*[[Lua Commands]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*[[Demo Features]]&lt;br /&gt;
*[[Substitute System]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=1559</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=1559"/>
		<updated>2005-10-20T08:07:08Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
Words words words words words words words words words words words words words &lt;br /&gt;
&lt;br /&gt;
=Communicating with player=&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
&lt;br /&gt;
=Interfacing with map entities=&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*FireOutput&lt;br /&gt;
&lt;br /&gt;
=Finding Information about the Players=&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*GetPlayer&lt;br /&gt;
&lt;br /&gt;
=Manipulating Players=&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*AddArmor&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddFrags&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
&lt;br /&gt;
=Manipulating Teams=&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*SetTeamAllies&lt;br /&gt;
*SetTeamClassLimit&lt;br /&gt;
&lt;br /&gt;
=Item/Flag related=&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*Random / rand&lt;br /&gt;
*RespawnAllPlayers&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=354</id>
		<title>Lua Commands</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Lua_Commands&amp;diff=354"/>
		<updated>2005-10-20T08:05:35Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;**Communicating with player:&lt;br /&gt;
*BroadCastMessage&lt;br /&gt;
*BroadCastMessageToPlayer&lt;br /&gt;
*BroadCastSound&lt;br /&gt;
*BroadCastSoundToPlayer&lt;br /&gt;
*ConsoleToAll&lt;br /&gt;
&lt;br /&gt;
**Interfacing with map entities&lt;br /&gt;
*SpawnEntityAtPlayer&lt;br /&gt;
*FireOutput&lt;br /&gt;
&lt;br /&gt;
**Finding Information about the Players&lt;br /&gt;
*GetPlayerTeam&lt;br /&gt;
*GetPlayerClass&lt;br /&gt;
*GetPlayerName&lt;br /&gt;
*NumPlayersOnTeam&lt;br /&gt;
*GetPlayerOnTeam&lt;br /&gt;
*NumPlayers&lt;br /&gt;
*GetPlayer&lt;br /&gt;
&lt;br /&gt;
**Manipulating Players&lt;br /&gt;
*AddAmmo&lt;br /&gt;
*RemoveAmmo&lt;br /&gt;
*AddArmor&lt;br /&gt;
*AddHealth&lt;br /&gt;
*AddFrags&lt;br /&gt;
*MarkRadioTag&lt;br /&gt;
&lt;br /&gt;
**Manipulating Teams&lt;br /&gt;
*AddTeamScore&lt;br /&gt;
*SetTeamAllies&lt;br /&gt;
*SetTeamClassLimit&lt;br /&gt;
&lt;br /&gt;
**Item/Flag related&lt;br /&gt;
*PlayerHasItem&lt;br /&gt;
*RemoveItem&lt;br /&gt;
*ReturnItem&lt;br /&gt;
&lt;br /&gt;
**Misc&lt;br /&gt;
*IncludeScript&lt;br /&gt;
*Random / rand&lt;br /&gt;
*RespawnAllPlayers&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=355</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=355"/>
		<updated>2005-10-20T08:00:11Z</updated>

		<summary type="html">&lt;p&gt;FryGuy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a temp page.  I&amp;#039;m trying to get a feel for the way these things are done.  I&amp;#039;ll flesh this out when I get back later, then create all the pages as blanks etc. - Def&lt;br /&gt;
&lt;br /&gt;
=Contents=&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
*[[Classes]]&lt;br /&gt;
*[[Armour Types]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Grenades]]&lt;br /&gt;
*[[Buildables]]&lt;br /&gt;
*[[Status Effects]]&lt;br /&gt;
*[[Ammo Types]]&lt;br /&gt;
*[[Movement System]]&lt;br /&gt;
*[[Game Types]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Forever Commands==&lt;br /&gt;
*[[FF Commands]]&lt;br /&gt;
&lt;br /&gt;
==Personal Scoring and Gameplay Awards==&lt;br /&gt;
*[[Personal Scoring]]&lt;br /&gt;
*[[Gameplay Awards]]&lt;br /&gt;
==Stats System &amp;amp; Global Awards==&lt;br /&gt;
*[[Stats System]]&lt;br /&gt;
*[[Global Awards]]&lt;br /&gt;
&lt;br /&gt;
==Accessibility==&lt;br /&gt;
*[[Hints]]&lt;br /&gt;
*[[Map Helpers]]&lt;br /&gt;
*[[Training System]]&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
*[[Bots]]&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
*[[Menu System]]&lt;br /&gt;
*[[HUD]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*[[Demo Features]]&lt;br /&gt;
*[[Substitute System]]&lt;br /&gt;
&lt;br /&gt;
==Mapping==&lt;br /&gt;
*[[Lua Commands]]&lt;/div&gt;</summary>
		<author><name>FryGuy</name></author>
	</entry>
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