About: ModCompat/Alternate Fire   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Primary feature of this Mod is adding a second function to every Q3A weapon. You must bind the alternate fire to a button (and you can set a key for the grappling hook, too. AF features a customized "quick" offhand grapple, which is enabled -in this case, always equipped- or disabled via \g_offhandgrapple <0 or 1> variable (default value is 0). But in case a map includes a "standard" Q3/OA offhand grapple to pick-up, there is a problem: please read Troubleshooting section of this page for infos and how to avoid the problem.). Alternate fires can consume more or less ammo than standard ones. See below for complete list of second weapon functions.

AttributesValues
rdfs:label
  • ModCompat/Alternate Fire
rdfs:comment
  • Primary feature of this Mod is adding a second function to every Q3A weapon. You must bind the alternate fire to a button (and you can set a key for the grappling hook, too. AF features a customized "quick" offhand grapple, which is enabled -in this case, always equipped- or disabled via \g_offhandgrapple <0 or 1> variable (default value is 0). But in case a map includes a "standard" Q3/OA offhand grapple to pick-up, there is a problem: please read Troubleshooting section of this page for infos and how to avoid the problem.). Alternate fires can consume more or less ammo than standard ones. See below for complete list of second weapon functions.
foaf:homepage
Status
  • 0(xsd:integer)
AKA
  • AF
dbkwik:openarena/p...iPageUsesTemplate
curver
  • 2(xsd:integer)
modauthor
  • haste
modname
  • Alternate Fire
abstract
  • Primary feature of this Mod is adding a second function to every Q3A weapon. You must bind the alternate fire to a button (and you can set a key for the grappling hook, too. AF features a customized "quick" offhand grapple, which is enabled -in this case, always equipped- or disabled via \g_offhandgrapple <0 or 1> variable (default value is 0). But in case a map includes a "standard" Q3/OA offhand grapple to pick-up, there is a problem: please read Troubleshooting section of this page for infos and how to avoid the problem.). Alternate fires can consume more or less ammo than standard ones. See below for complete list of second weapon functions. The mod also brings many other changes: ammo boxes explode after they get 100 damage. Plasma spheres, rockets, grenades and bfg slugs "bounce" on jump-pads and are teleported if you shoot through gates (teleporters). You will die if you try to use Lightning gun underwater (electricity + water = bad idea). If you fire with BFG too many times without letting it cool down a bit, it will overheat and then explode, killing you. You can defend yourself destroying enemy rockets, hitting them mid-air with your weapons. In "Capture the Flag" mode, after an enemy flag carrier is killed, it is not enough to touch your flag to have it return to your base, but you have to bring it back instead. There are some new items and powerups which alternate with standard ones: "Vampiric Health", "Accuracy", "Vitality", "Hologram Generator", "Speed". HTML "readme" files inside the mod's directory illustrate rules.
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