HEADHUNTERS CLASSIC MANUAL
Version 1.0


CONTENTS
OBJECTIVE

The objective of Headhunters is to collect heads by gibbing your arena opponents and take those heads to the altar where frags are awarded by the gods.  The more heads you are able to bring to the altar at one time the greater your reward.  Bring one head to the altar and the gods will award you one frag.  Bring two heads at once and the gods will give you three frags (1+2).  Bring three heads and the gods will bless your score with 6 frags (1+2+3).  There is no limit to how many heads you can collect before scoring at the altar, but there is a danger in going for big scores.  If you are killed you drop all the heads you collected and lose any points they might have meant to you.  The noggins you dropped are now available for anyone to pick up and score.   So you have to weigh the benefit of going for high scores against the danger of losing everything.  Happy hunting...

ALTAR CAMPING

The gods do not like people who camp at the altar trying to steal hard won stashes of heads.  If you hang out at the altar a countdown will start.  When the countdown ends, the gods will begin taking away your items one by one until you are left with nothing but a gauntlet.  Don't camp at the altar!

THE HUD

There are a few additions to the hud in headhunters to allow you to view what is going on in the game.  In the below screenshot all of the new sights of headhunters are shown.  A description of each follows this shot.   The shot was taken in third person perspective.
 
 

Carried heads are seen on the players belt and are displayed on the hud down the left hand side of the screen.  In this shot klesk has two heads on his head chain and two heads are shown on the left hand side.   The value of the carried heads is shown immediately under the heads on the left side.  Klesk currently has two heads worth 3 frags.

Feedback is given as to what is happening around the level at any given time.  Over the player health up to three lines of head pickup and drop information is displayed.  In this screenshot, two lines show the last two people to drop heads.  Immediately under that but blurred due to the massive compression placed on this shot is a line describing who was the last person to grab a head.  In this case that line actually says, "Sarge glommed onto a bloated bowling ball.  He has 1."

If you are in danger of altar camping a countdown will appear on your hud on the right hand side of the screen just above the score.  In this shot the countdown is at three indicating that klesk will lose all his weapons and ammo in three seconds.  This countdown will start at ten and countdown to 0.  At time five a sound begins to accompany the countdown indicating that it is time to leave the altar area.

Just above the altar camping countdown is the head of the player carrying the highest current count of heads.  In this case klesk happens to have the most and is carrying 2 heads.

CLIENT CVARS

cg_drawHeads

Default: 1
Description: Controls status display of picked-up heads.
    0 - Do not display heads
    1 - Display up to 10 head icons. This option results in a negligible performance hit (a maximum of 24 additional polygons).
    2 - Display up to 10 head models. This option is not recommended for low end systems. Depending on graphic detail settings, this option may result in an additional 2000-2400 polygons.
cg_drawHeadDrops Default: 1
Description: Toggle display of head drop messages on the display, for example: Str8Dog dropped 4 heads at the Blue Base Location info is only available in maps that contain target_location entities (id CTF maps, for example)
cg_drawHeadPickups Default: 1
Description: Toggle the display of head pickup messages on the display, for example: CosmoDog whacked a boneless noggin at the Blue Base. He has 6. Location info is only available in maps that contain target_location entities (id CTF maps, for example)
See Also: INI Settings
cg_drawHighHeads Default: 1
Description: Toggle the display of the head model for the player currently carrying the greatest number of heads.
 

CLIENT COMMANDS

+button5

Description: In team games only, pressing a key bound to +button5 causes the player to drop all the heads he is currently carrying, presumably in the vicinity of a teammate. Why drop heads? The scoring scheme used by Headhunters provides the answer. If Joe is carrying 3 heads (worth 6 frags) and Joe's teammate Sam is carrying 2 heads (worth 3 frags), if either Joe or Sam gives up his heads to his teammate then that teammate will then have 5 heads worth 15 frags... a net gain of 6 frags.

SERVER CVARS

g_camp_radius

Default: 300
Description: "Camping" radius from the altar. Players found camping within this distance for more than 15 seconds are punished. Players have time added to the 15 second countdown by being damaged by other players (the altar gods love a good fight). Set this value to 0 to turn off camp detection. Camp detection is disabled internally for id's space maps.
g_inifilename Default: "hh"
Description: Name of the .ini file located in the [quake3]/hh folder that contains head pickup nouns, verbs, adjectives and custom altar placements. Do not include the .ini extension.
SERVER COMMANDS

make_altar
move_altar_north
move_altar_south
move_altar_east
move_altar_west
move_altar_up
move_altar_down

Description: These commands are useful for placing altars in custom maps and/or overriding the default placement for id maps. make_altar spawns an altar 128 units from the player position in the direction of his viewpoint. Movement commands cause the altar in view to move 1 unit in the specified direction. The game will not save the altar coordinates. Instead, when you are satisfied with the altar placement make a note of its position and enter those coordinates in an .ini file under the [altars] section. For example: [altars]
"q3ctf3" 54 992 32
results in the placement of an altar over the grate at the Red team end of the Middle Battlegrounds. NOTE: The altar is dropped to the floor from its origin when the game starts. Because of the way the altar model is constructed, using the coordinates reported by the altar movement commands will likely result in the altar being dropped out of the map. To prevent this add a few units (32 in this example) to the z coordinate reported by the altar movement commands.

Of course key binds will make the movement commands much more useful. You may of course use whatever bindings you'd like, but you might find these useful if placed in a custom .cfg file:

bind a make_altar
bind n move_altar_north
bind s move_altar_south
bind e move_altar_east
bind w move_altar_west
bind u move_altar_up
bind d move_altar_down
INI SETTINGS

HeadHunters will read hh.ini (or [g_inifilename].ini) at startup to retrieve head pickup verbs, nouns, and adjectives and custom altar placements. The format of the .ini file is fairly simple: each section title is enclosed with brackets; character string values are always enclosed by double quotation marks. The ini file should be placed in the server's [quake3]/hh folder. Specifying a new ini filename at runtime will not take effect until a map restart. Shown below is an example ini file:

[pickup nouns]
"head"
"cranium"
"skull"

[pickup adjectives]
"dead"
"still steaming"
"slick"

[pickup verbs]
"bagged"
"chained"
"roped"

[altars]
"q3ctf3" 54 992 32

You may have up to 16 pickup nouns, 16 pickup adjectives, 16 pickup verbs, and 32 custom altar placements.

CREDITS

Headhunters Classic was developed by Tarot.  To find out more about Tarot or the individual contributers to this project visit our web site at http://tarot.telefragged.com

Individual Contributers to Headhunters Classic.