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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Greenday5494</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<updated>2026-08-01T10:11:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Downloads&amp;diff=8676</id>
		<title>Talk:Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Downloads&amp;diff=8676"/>
		<updated>2008-04-30T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==question==&lt;br /&gt;
Why does it say your best bet is 1.0 to 2.0? If people are coming here to get the actual mod, put your best bet is the 2.0 FULL installer&lt;br /&gt;
*Read the rest of the sentence. &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;If you already have Fortress Forever&amp;#039;&amp;#039;&amp;#039; and you are unsure which of the updates you need then your best bet is to download the 1.0 to 2.0 update.&amp;#039;&amp;#039;&amp;quot; --[[User:Squeek-10494|Squeek-10494]] 22:43, 10 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve composed the following for inclusion on the Downloads page. It&amp;#039;ll make for quicker recognition of the methods of downloading that are available. It&amp;#039;ll probably go best under the introduction text and before the Table of Contents like so (it is probably better, if this is implemented, to also remove the ToC):&lt;br /&gt;
&lt;br /&gt;
Another thing, Crosus is pretty much dead. it hasnt been updated from 1.11 yet, and i doubt it will. i recommend you remove it from the article. [[User:Greenday5494|Greenday5494]] 16:46, 30 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can either have Fortress Forever installed automatically by CrosuS (a program a bit like Steam that has lots of free games on it) or you use the traditional method of downloading a Fortress Forever installer. There are instructions for both methods below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; margin:0; padding:0; font-family: Verdana, Arial, sans-serif; border-top:2px solid #eee; border-bottom:2px solid #eee;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:35%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Crosus_Logo_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#f0f4f7; border:2px solid #385F89; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Automatic_downloads_with_CrosuS|Download using CrosuS]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:35%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Manual_Install_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#fffcf1; border:2px solid #FFB42F; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Install_packages_for_players|Download and install manually]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Server_Package_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FFFFFF; border:2px solid #000000; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Files_for_server_operators|Download server files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hope to see it implemented. --[[User:Squeek-10494|Squeek-10494]] 00:12, 13 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Have replaced TOC with this, thanks [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 08:06, 13 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Update: can you fix the image transparency to work with ie6? [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 11:32, 23 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m not at my house right now, but I can try to get them to be nice looking .gif&amp;#039;s when I get back (the 28th). --[[User:Squeek-10494|Squeek-10494]] 17:13, 26 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
==Mirrors (requests)==&lt;br /&gt;
&lt;br /&gt;
Place any mirrors you would like to have added to the list here. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.0 to 2.0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Fortress Forever 1.0 to 2.0 Client Patch Download: http://www.projectlan.de/downloads/Fortress_Forever_10_to_20_Client_Patch_Download-239-1-22.htm&amp;lt;/s&amp;gt;&lt;br /&gt;
:Implanted --[[User:DrSatan-12955|DrSatan-12955]] 11:51, 18 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.11 to 2.0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Fortress Forever 1.1 to 2.0 Server Patch Download: http://www.projectlan.de/downloads/Fortress_Forever_11_to_20_Server_Patch_Download-238-1-21.htm&lt;br /&gt;
:This link does not contain a current download --[[User:DrSatan-12955|DrSatan-12955]] 11:51, 18 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.0 FULL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Come one guys, add the 2.0 Full install in here, I would if I could [[User:GeoKillgt-10009|GeoKillgt-10009]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.11 FULL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* g&amp;#039;day - could somebody please add the 1.11 FULL Torrent link?&lt;br /&gt;
http://legittorrents.info/details.php?id=80658aef3036a22d9639647a801d13a03848c8cb&lt;br /&gt;
[[User:PF-13171|PF-13171]] 04:28, 30 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.0 FULL&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Downloads&amp;diff=8648</id>
		<title>Talk:Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Downloads&amp;diff=8648"/>
		<updated>2008-04-05T02:14:25Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==question==&lt;br /&gt;
Why does it say your best bet is 1.0 to 2.0? If people are coming here to get the actual mod, put your best bet is the 2.0 FULL installer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve composed the following for inclusion on the Downloads page. It&amp;#039;ll make for quicker recognition of the methods of downloading that are available. It&amp;#039;ll probably go best under the introduction text and before the Table of Contents like so (it is probably better, if this is implemented, to also remove the ToC):&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can either have Fortress Forever installed automatically by CrosuS (a program a bit like Steam that has lots of free games on it) or you use the traditional method of downloading a Fortress Forever installer. There are instructions for both methods below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; margin:0; padding:0; font-family: Verdana, Arial, sans-serif; border-top:2px solid #eee; border-bottom:2px solid #eee;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:35%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Crosus_Logo_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#f0f4f7; border:2px solid #385F89; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Automatic_downloads_with_CrosuS|Download using CrosuS]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:35%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Manual_Install_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#fffcf1; border:2px solid #FFB42F; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Install_packages_for_players|Download and install manually]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:30%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute;&amp;quot;&amp;gt;[[Image:Server_Package_36px.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FFFFFF; border:2px solid #000000; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[Downloads#Files_for_server_operators|Download server files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hope to see it implemented. --[[User:Squeek-10494|Squeek-10494]] 00:12, 13 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Have replaced TOC with this, thanks [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 08:06, 13 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Update: can you fix the image transparency to work with ie6? [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 11:32, 23 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m not at my house right now, but I can try to get them to be nice looking .gif&amp;#039;s when I get back (the 28th). --[[User:Squeek-10494|Squeek-10494]] 17:13, 26 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
==Mirrors (requests)==&lt;br /&gt;
&lt;br /&gt;
Place any mirrors you would like to have added to the list here. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.0 to 2.0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Fortress Forever 1.0 to 2.0 Client Patch Download: http://www.projectlan.de/downloads/Fortress_Forever_10_to_20_Client_Patch_Download-239-1-22.htm&amp;lt;/s&amp;gt;&lt;br /&gt;
:Implanted --[[User:DrSatan-12955|DrSatan-12955]] 11:51, 18 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.11 to 2.0&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Fortress Forever 1.1 to 2.0 Server Patch Download: http://www.projectlan.de/downloads/Fortress_Forever_11_to_20_Server_Patch_Download-238-1-21.htm&lt;br /&gt;
:This link does not contain a current download --[[User:DrSatan-12955|DrSatan-12955]] 11:51, 18 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.0 FULL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Come one guys, add the 2.0 Full install in here, I would if I could [[User:GeoKillgt-10009|GeoKillgt-10009]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.11 FULL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* g&amp;#039;day - could somebody please add the 1.11 FULL Torrent link?&lt;br /&gt;
http://legittorrents.info/details.php?id=80658aef3036a22d9639647a801d13a03848c8cb&lt;br /&gt;
[[User:PF-13171|PF-13171]] 04:28, 30 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.0 FULL&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Buildables&amp;diff=8449</id>
		<title>Category talk:Buildables</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Buildables&amp;diff=8449"/>
		<updated>2008-03-05T01:38:45Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question: For the sabotage mode, does it need to activated to remove armor, and reduce accuracy, or does it do that automatically when bar completes, and then when you activate it, it begins blowing up/ shooting teammates. [[User:Greenday5494|Greenday5494]] 19:38, 4 March 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s a first attempt work-in-progress building guide. [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 09:29, 1 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve brought in all the entered+correct information from the other pages, it probably needs a picture of the spy + engineer context menus to be complete. [[User:Mirvinmonkey-3|Mirvinmonkey-3]]&lt;br /&gt;
:I&amp;#039;m on it. --[[User:Hirohito|Hirohito]] 09:52, 1 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When 2.0 comes out, will the jump pad be in this section? --[[User:Hirohito|Hirohito]] 23:54, 29 January 2008 (CST)&lt;br /&gt;
:Yes...or it should, it&amp;#039;s definitely a buildable. --[[User:DrSatan-12955|DrSatan-12955]]&amp;lt;/s&amp;gt;&lt;br /&gt;
::Added, I want to get a nice gallery up of someone using the jump pad in a map...I&amp;#039;ll see if I can do this alone, but it might be tough. --[[User:DrSatan-12955|DrSatan-12955]] 11:30, 13 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Artcles==&lt;br /&gt;
&lt;br /&gt;
Why is the Dispenser and article in this section that just redirects you to the dispenser? --[[User:DrSatan-12955|DrSatan-12955]] 11:30, 13 February 2008 (CST)&lt;br /&gt;
:Don&amp;#039;t ask me. I made Dispenser a redirect to the Dispencer part of the Buildables page. --[[User:Hirohito|Hirohito]] 12:57, 13 February 2008 (CST)&lt;br /&gt;
::Ok, but is there an actual dispenser page? --[[User:DrSatan-12955|DrSatan-12955]] 14:22, 13 February 2008 (CST)&lt;br /&gt;
:::Nope. --[[User:Hirohito|Hirohito]] 14:36, 13 February 2008 (CST)&lt;br /&gt;
::::Can we delete it then? Or should we put an article in for Sg and Jump Pad? --[[User:DrSatan-12955|DrSatan-12955]] 15:26, 13 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_dustbowl&amp;diff=7138</id>
		<title>Talk:Map:ff dustbowl</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_dustbowl&amp;diff=7138"/>
		<updated>2008-02-02T05:52:44Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order for this page to get a 4 star rating, I believe it needs the following added to it:&lt;br /&gt;
*Strategic positions listed.&lt;br /&gt;
*Pictures accompanying these strategic positions.&lt;br /&gt;
*Proofread for grammar and spelling issues.&lt;br /&gt;
-[[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] 09:15, 22 January 2008 (CST)&lt;br /&gt;
: Yep, I figured that would be the case. As you probably saw, I&amp;#039;ve left a place for the strategic locations/screenshots in the article and hope to get chance to do them tommorow sometime. As for the proofreading though, keep in mind I&amp;#039;m using UK English, especially when it comes to spelling :D&lt;br /&gt;
:-[[User:Pon|Pon]] 15:41, 22 January 2008 (CST)&lt;br /&gt;
Yea, and Sentry Guns would be helpful- if they knew how to track[[User:Greenday5494|Greenday5494]] 23:52, 1 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_push&amp;diff=7137</id>
		<title>Talk:Map:ff push</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_push&amp;diff=7137"/>
		<updated>2008-02-02T05:50:08Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are backpacks in this map, but they don&amp;#039;t work for some reason. --[[User:Hirohito|Hirohito]] 21:42, 27 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Here are some screenshots for anybody ready to make a guide: &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0072.gif - Spawn Room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0074.gif - Doors that lead to the rest of the map. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0083.gif - Where the door on the right leads to. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0075.gif - Where the door down the hall leads to. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0076.gif - Shot of area right before ball room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0080.gif - The hallways (and lasers) that lead to the capture point room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0080.gif - The resupply area.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0081.gif - The capture point.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0084.gif - Ball Room.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0085.gif - Another ball room view.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0086.gif - Area right before ball room.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0088.gif - Me running into the lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Um, guys? The images shown on the page are of gridiron. Fix. [[User:Greenday5494|Greenday5494]] 23:50, 1 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6089</id>
		<title>Commands And Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6089"/>
		<updated>2008-01-08T03:52:37Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Client console variables==&lt;br /&gt;
&lt;br /&gt;
===HUD options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_colorize (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable (1) or disable (0) colored chat messages from other players.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_color_default (&amp;quot;255 170 0&amp;quot;)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Default chat colour before colorization.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_centerid (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Centers the player information text on the hud (otherwis it displays to the lower left).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_latest (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_total (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_speedometer (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle speedometer on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_teamscores (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_teamcolourhud (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| HUD is drawn in team colors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_hints (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Display hints.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Radial Context Menu Options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmusemouse (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable the mouse during the context menu (set to 0 for classic vgui style).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmcapture (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When using the mouse on the context menu your player view will not be affected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmhidecursor (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Hide the cursor when using the mouse on the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsize (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Size of the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmbounds (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Bounds of context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmprogresstime (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Delay before automatically selecting an option under the mouse cursor.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsquash (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How squashed the context menu looks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_highlightdistance (50)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How far the cursor needs to be towards a menu option before it is highlighted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_waitforrelease (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Whether the menu waits for the mouse to be released before selecting a final option.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_defaultactiontime (0.5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How long to wait for the menu to be closed before doing the default action.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_noradialaimsentry (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Aim sentry gun &amp;#039;&amp;#039;after&amp;#039;&amp;#039; the option has been selected (by pointing and clicking again).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Graphical===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_effectsdetail (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Controls amount of effect detail displayed: 0 - none, 1 - medium, 2 - full.&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_ragdoll_deathview (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 When you die, you see in First Person what the ragdoll does. I.E. being flown across the map, dead, and hit   a wall, all while in first person view. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6088</id>
		<title>Commands And Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6088"/>
		<updated>2008-01-08T03:52:14Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Client console variables==&lt;br /&gt;
&lt;br /&gt;
===HUD options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_colorize (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable (1) or disable (0) colored chat messages from other players.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_color_default (&amp;quot;255 170 0&amp;quot;)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Default chat colour before colorization.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_centerid (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Centers the player information text on the hud (otherwis it displays to the lower left).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_latest (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_total (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_speedometer (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle speedometer on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_teamscores (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_teamcolourhud (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| HUD is drawn in team colors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_hints (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Display hints.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Radial Context Menu Options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmusemouse (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable the mouse during the context menu (set to 0 for classic vgui style).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmcapture (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When using the mouse on the context menu your player view will not be affected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmhidecursor (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Hide the cursor when using the mouse on the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsize (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Size of the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmbounds (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Bounds of context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmprogresstime (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Delay before automatically selecting an option under the mouse cursor.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsquash (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How squashed the context menu looks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_highlightdistance (50)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How far the cursor needs to be towards a menu option before it is highlighted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_waitforrelease (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Whether the menu waits for the mouse to be released before selecting a final option.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_defaultactiontime (0.5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How long to wait for the menu to be closed before doing the default action.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_noradialaimsentry (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Aim sentry gun &amp;#039;&amp;#039;after&amp;#039;&amp;#039; the option has been selected (by pointing and clicking again).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Graphical===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_effectsdetail (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Controls amount of effect detail displayed: 0 - none, 1 - medium, 2 - full.&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_ragdoll_deathview (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 When you die, you see in First Person what the ragdoll does. I.E. being flown across the map, dead, and hit  | a wall, all while in first person view. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6087</id>
		<title>Commands And Cvars</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Commands_And_Cvars&amp;diff=6087"/>
		<updated>2008-01-08T03:51:45Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Client console variables==&lt;br /&gt;
&lt;br /&gt;
===HUD options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_colorize (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable (1) or disable (0) colored chat messages from other players.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_chat_color_default (&amp;quot;255 170 0&amp;quot;)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Default chat colour before colorization.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_centerid (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Centers the player information text on the hud (otherwis it displays to the lower left).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_latest (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_fortpoints_total (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_speedometer (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle speedometer on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;hud_teamscores (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Toggle visible team scores on the HUD.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_teamcolourhud (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| HUD is drawn in team colors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_hints (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Display hints.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Radial Context Menu Options===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmusemouse (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enable the mouse during the context menu (set to 0 for classic vgui style).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmcapture (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When using the mouse on the context menu your player view will not be affected.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmhidecursor (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Hide the cursor when using the mouse on the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsize (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Size of the context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmbounds (120)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Bounds of context menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmprogresstime (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Delay before automatically selecting an option under the mouse cursor.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_cmsquash (0.7)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How squashed the context menu looks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_highlightdistance (50)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How far the cursor needs to be towards a menu option before it is highlighted.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_waitforrelease (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Whether the menu waits for the mouse to be released before selecting a final option.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_defaultactiontime (0.5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| How long to wait for the menu to be closed before doing the default action.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cm_noradialaimsentry (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Aim sentry gun &amp;#039;&amp;#039;after&amp;#039;&amp;#039; the option has been selected (by pointing and clicking again).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Graphical===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_effectsdetail (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Controls amount of effect detail displayed: 0 - none, 1 - medium, 2 - full.&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;cl_ragdoll_deathview (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When you die, you see in First Person what the ragdoll does. I.E. being flown across the map, dead, and hit  | a wall, all while in first person view. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Changelog&amp;diff=6086</id>
		<title>Changelog</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Changelog&amp;diff=6086"/>
		<updated>2008-01-08T03:49:01Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==1.11 (15 November 2007)==&lt;br /&gt;
&lt;br /&gt;
* Added blur effect option to menu&lt;br /&gt;
* Added some missing map files&lt;br /&gt;
* Fixed waterpolo Lua script&lt;br /&gt;
* Reduced AC spinup&lt;br /&gt;
* Fixed AC firing huge salvo&lt;br /&gt;
* Reverted accidental conc physics change thing&lt;br /&gt;
* Corrected spawning crouched.&lt;br /&gt;
&lt;br /&gt;
==1.1 (31 October 2007)==&lt;br /&gt;
&lt;br /&gt;
* Fixed buildable_ondamage and player_ondamage script callbacks.&lt;br /&gt;
* Fixed kPlayers flag for lua entity collection.&lt;br /&gt;
* Fixed normal explosion sound being played on top of buildable explosion sound.&lt;br /&gt;
* Fixed player_spawn callback getting called every time a player executes /kill.&lt;br /&gt;
* Fixed suicide logic from running when player is already dead.&lt;br /&gt;
* Fixed score overflow at 32k by increasing size of networked score variable.&lt;br /&gt;
* Fixed missing voice hud icons.&lt;br /&gt;
* Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren&amp;#039;t full health.&lt;br /&gt;
* Fixed display is + negative fort points(ie + -100)&lt;br /&gt;
* Fixed voice column to show chat on/off icons for other teams.&lt;br /&gt;
* Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.&lt;br /&gt;
* Fixed disguise &amp;quot;enemy&amp;quot; to choose a random enemy team.&lt;br /&gt;
* Fixed infection/heal sound to play at appropriate times.&lt;br /&gt;
* Fixed kill/death messages not showing/tracking.&lt;br /&gt;
* Fixed tickrate 66 clamp.&lt;br /&gt;
* Fixed death view slant.&lt;br /&gt;
* Fixed %l displaying wrong team.&lt;br /&gt;
* Fixed medkit hit/infection sounds to play properly.&lt;br /&gt;
* Fixed sentrygun not being able to retarget closer targets&lt;br /&gt;
* Fixed sentrygun to favor all visible players over buildables(if they got a player as a target they will not target a buildable, regardless of distance)&lt;br /&gt;
* Added lua callbacks for player_connected &amp;amp; player_disconnected&lt;br /&gt;
* Added lua SetDamageForce for damageinfo&lt;br /&gt;
* Added DamageInfo:ScaleDamage function, exposed to lua&lt;br /&gt;
* Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)&lt;br /&gt;
* Added DropToFloor() lua function that takes a base entity.&lt;br /&gt;
* Added client side spawn weapon cvars to control what weapon you equip on spawn.&lt;br /&gt;
* Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)&lt;br /&gt;
* Added buildable &amp;amp; grenade flags to the base trigger class &amp;amp; .fgd&lt;br /&gt;
* Added a progress bar to spy disguising.&lt;br /&gt;
* Changed to no blood shooting disguised teammates when ff is off.&lt;br /&gt;
* Changed AC to reduce HW speed when firing(and not dependent on charge level).&lt;br /&gt;
* Changed grenade and pipe damage radius up a bit&lt;br /&gt;
* Changed water exiting push force up a bit.&lt;br /&gt;
* Changed decals not to draw on players &amp;amp; buildables. Pretty certain this accounted for a majority of client crashes.&lt;br /&gt;
* Changed a bunch cvars people were using as cheats to cheat.&lt;br /&gt;
* Changed backpacks to non solid to fix them from blocking doors/elevators.&lt;br /&gt;
* Changed messagemode and messagemode2 binding to support auto starting the chat message. Ie, bind p &amp;quot;messagemode ^2&amp;quot; will begin the chat mode with ^2 already in the chat box.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spawn Weapon Cvars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* cl_spawnweapon_scout - default nailgun&lt;br /&gt;
* cl_spawnweapon_sniper - default sniperrifle&lt;br /&gt;
* cl_spawnweapon_soldier - default rpg&lt;br /&gt;
* cl_spawnweapon_demoman - default grenadelauncher&lt;br /&gt;
* cl_spawnweapon_medic - default supernailgun&lt;br /&gt;
* cl_spawnweapon_hwguy - default assaultcannon&lt;br /&gt;
* cl_spawnweapon_pyro - default flamethrower&lt;br /&gt;
* cl_spawnweapon_engineer - default railgun&lt;br /&gt;
* cl_spawnweapon_spy - default tranq&lt;br /&gt;
* cl_spawnweapon_civilian - default tommygun&lt;br /&gt;
&lt;br /&gt;
Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;New chat macros&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*%d - disguise team and class&lt;br /&gt;
*%i - name of last person in crosshairs&lt;br /&gt;
&lt;br /&gt;
*%sh - sentry health&lt;br /&gt;
*%sa - sentry ammo&lt;br /&gt;
*%sv - sentry level&lt;br /&gt;
*%sl - sentry location&lt;br /&gt;
&lt;br /&gt;
*%dh - dispenser health&lt;br /&gt;
*%da - dispenser ammo&lt;br /&gt;
*%dl - dispenser location&lt;br /&gt;
&lt;br /&gt;
*%pf - detpack fuse time&lt;br /&gt;
*%pl - detpack location&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Added ^# color markup for chat messages.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*^0 - ORANGE&lt;br /&gt;
*^1 - BLUE&lt;br /&gt;
*^2 - RED&lt;br /&gt;
*^3 - YELLOW&lt;br /&gt;
*^4 - GREEN&lt;br /&gt;
*^5 - WHITE&lt;br /&gt;
*^6 - BLACK&lt;br /&gt;
*^7 - GREY&lt;br /&gt;
*^8 - MAGENTA&lt;br /&gt;
*^9 - CYAN&lt;br /&gt;
*^ - terminates last color&lt;br /&gt;
&lt;br /&gt;
Disable with cl_chat_colorize 0&lt;br /&gt;
cl_chat_color_default sets default chat message color(defaults to current orange). it&amp;#039;s a string, and takes an RGB, so e.g. &amp;#039;&amp;#039;cl_chat_color_default &amp;quot;255 170 0&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==1.0 (13 September 2007)==&lt;br /&gt;
&lt;br /&gt;
First release.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=6069</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=6069"/>
		<updated>2008-01-07T03:42:22Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HW Guy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the Heavy Weapons Guy (abbreviated HW Guy) is an expert in the use of... heavy weapons. He carries a huge machine gun (likely taken from a military helicopter) known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 300 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HW Guy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HW Guy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and himself, the HW Guy moves slowly and is thus an ideal defensive class.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Fatness|Fatness]]&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so fat that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can&amp;#039;t track well with your AC at close range).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid. Oh, and remeber, since you lots of equipment, EMPs from engineers are pretty deady, denotating lots of your ammo, armor, and mabye even some fat cells!&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6068</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6068"/>
		<updated>2008-01-07T03:37:35Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Realistic art style compared to TF2’s cartoony style.&lt;br /&gt;
&lt;br /&gt;
* Each class has armor, and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Class|Class reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* No taunt button.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* Ammo boxes are replaced with backpacks.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use.&lt;br /&gt;
&lt;br /&gt;
* There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. &lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Assault_Cannon|Minigun]] can overheat if fired for too long.&lt;br /&gt;
&lt;br /&gt;
* Grenades fired from the Pipe Launcher do not stick onto walls.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* The Scout can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* The Scout has a special grenade, called the [[Grenade:Caltrop|Caltrop]], that can slow down an enemy if he touches it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.&lt;br /&gt;
&lt;br /&gt;
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Reloading the [[Weapon:RPG|RPG]] is slightly slower.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.&lt;br /&gt;
&lt;br /&gt;
* If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&lt;br /&gt;
&lt;br /&gt;
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.&lt;br /&gt;
&lt;br /&gt;
* The Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* The Medic cannot make anyone invincible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|HWGuy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* His Minigun is not named Sasha.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.&lt;br /&gt;
&lt;br /&gt;
* There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver.&lt;br /&gt;
&lt;br /&gt;
* The backstab animation isn’t nearly as drawn-out as the one in TF2.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised, he will look like his disguise, including to his teammates.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a dispenser/sentry will not make it’s health lower. &lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* If a Spy runs into another Spy, both of their disguises will disappear.&lt;br /&gt;
&lt;br /&gt;
* Cloaking will not run out once activated, but has a cooldown time before cloaking again.&lt;br /&gt;
&lt;br /&gt;
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Metal is collected from backpacks.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.&lt;br /&gt;
&lt;br /&gt;
* There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.&lt;br /&gt;
&lt;br /&gt;
* You cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* It takes 130 Metal to upgrade a sentry instead of 200.&lt;br /&gt;
&lt;br /&gt;
* It also upgrades instantly, instead of having to keep hitting it with your Wrench.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]].&lt;br /&gt;
&lt;br /&gt;
* The Sentry Gun uses shells from the Engineer as ammo. Also the sentry can be aimed in any direction once built by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The dispenser gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Civilian|Civilian]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Usable.&lt;br /&gt;
&lt;br /&gt;
* Nearly defenseless. Must rely on others to kill enemies. A future update will include the [[Weapon:Tommy_Gun|Tommy Gun]], a weapon that the Civilian can use to fight back to an extent.&lt;br /&gt;
&lt;br /&gt;
* No grenades.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6067</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6067"/>
		<updated>2008-01-07T03:30:13Z</updated>

		<summary type="html">&lt;p&gt;Greenday5494: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Realistic art style compared to TF2’s cartoony style.&lt;br /&gt;
&lt;br /&gt;
* Each class has armor, and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Class|Class reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* No taunt button.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* Ammo boxes are replaced with backpacks.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use.&lt;br /&gt;
&lt;br /&gt;
* There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. &lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Assault_Cannon|Minigun]] can overheat if fired for too long.&lt;br /&gt;
&lt;br /&gt;
* Grenades fired from the Pipe Launcher do not stick onto walls.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* The Scout can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* The Scout has a special grenade, called the [[Grenade:Caltrop|Caltrop]], that can slow down an enemy if he touches it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.&lt;br /&gt;
&lt;br /&gt;
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Reloading the [[Weapon:RPG|RPG]] is slightly slower.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.&lt;br /&gt;
&lt;br /&gt;
* If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&lt;br /&gt;
&lt;br /&gt;
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.&lt;br /&gt;
&lt;br /&gt;
* The Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* The Medic cannot make anyone invincible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|HWGuy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* His Minigun is not named Sasha.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.&lt;br /&gt;
&lt;br /&gt;
* There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver.&lt;br /&gt;
&lt;br /&gt;
* The backstab animation isn’t nearly as drawn-out as the one in TF2.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised, he will look like his disguise, including to his teammates.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a dispenser/sentry will not make it’s health lower. &lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* If a Spy runs into another Spy, both of their disguises will disappear.&lt;br /&gt;
&lt;br /&gt;
* Cloaking will not run out once activated, but has a cooldown time before cloaking again.&lt;br /&gt;
&lt;br /&gt;
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Metal is collected from backpacks.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.&lt;br /&gt;
&lt;br /&gt;
* There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.&lt;br /&gt;
&lt;br /&gt;
* You cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* It takes 130 Metal to upgrade a sentry instead of 200.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]].&lt;br /&gt;
&lt;br /&gt;
* The Sentry Gun uses shells from the Engineer as ammo. Also the sentry can be aimed in any direction once built by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The dispenser gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Civilian|Civilian]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Usable.&lt;br /&gt;
&lt;br /&gt;
* Nearly defenseless. Must rely on others to kill enemies. A future update will include the [[Weapon:Tommy_Gun|Tommy Gun]], a weapon that the Civilian can use to fight back to an extent.&lt;br /&gt;
&lt;br /&gt;
* No grenades.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Greenday5494</name></author>
	</entry>
</feed>