INFORMATION DEPARTMENT

Action Quake2 dossier and documentation department

 

Welcome, fellow professional. You are here because you have an interest in some action, and we are here to provide you with the connections to keep you doing what you love. So ease your fingers off the butt of that pistol and read on, because we have the information you are looking for.

Action Quake2 is a Quake2 modification that provides a more "real world" experience of sorts. You won't find godly super weapons here, nor will you find invulnerabilities nor quad damage runes. What you will find is pure, unmitigated fun. It's actually funny how true to life this mod can be... because just like real-world gunfights, you can spray lead everywhere without so much as grazing your opponent, and then again some times you accidentally nail your opponent in the noggin, and it's all over with very little fuss.

The only major difference is that since you can re-spawn, most players are not very cautious. Unlike our own fragile bodies, our computerized play field is instantly forgiving. The Action Quake team has created the "staying alive" rules to counteract these suicidal tactics. The more consecutive kills you get without getting aced, the more points you will begin to accrue. For example, at four kills you get two frags, and at eight kills you get four frags... you get the idea.

Anyhow, once you have "installed" the mod into your Quake2 rig, it's time to pull up your sleeves and get ready to do some dirty work. But, first you need to bind some keys that are necessary to play Action Quake2.

Action Quake2 Command List
 opendoor Doors do not open automatically, you must use this command to open any door you come to.
bandage If you are wounded by a weapon, you will begin bleeding. You will take continuous damage from the bleeding until you bandage, which takes several seconds. During the time you are bandaging you cannot use any weapons. Note that the amount of damage (and subsequent bleeding) will depend upon where you were shot... so expect a leg wound to be a little less traumatic than a head shot.
reload Used to reload whichever weapon you are currently using. Realize that weapons with clips will reload an entire clip at a time, however weapons like the shotgun will reload a single shell at a time. Note that if you reload a clip-based weapon when it is not totally empty, you will lose the remaining rounds in your gun prior to the reload.
drop item This causes you to drop whichever special item you are carrying. This is important if you prefer to have a particular item since you can only have one special item at a time. So, if you have the silencer, but would rather have that bulletproof vest, you'll have to drop that silencer first.
drop weapon Likewise, this makes you drop whatever special weapon you are carrying. Very useful since you can only carry one other weapon besides your pistol and knife. This is nice to use if your submachinegun runs out of ammo, and you'd like to pick up that fully loaded shotgun instead.
weapon Generic weapon switching command that switches pistol between semi-auto and auto fire, and also switches between magnification levels for the sniper scope (1X, 2X, 4X, 6x) and 1X is normal view, firing the rifle from the hip, which means inaccurate. This command also switches between "slash" and "throw" modes for the combat knife.
Already Bound Commands
Old Command New Action Performed
use blaster use mark 23 pistol
use shotgun use M3 Super90 Assault Shotgun
use sshotgun use MP5/10 Submachinegun
use machinegun use Handcannon
use chaingun use Sniper Rifle
use grenade launcher use M4 Assault Rifle
use railgun use A 2nd Pistol
use BFG10k use Combat Knife
use grenade use Mk26 Fragmentation Grenade

Furthermore, it's time for you to learn about all the new and exciting gear that you will have at your disposal. Our top scientists are hard at work trying to expand your arsenal for future assignments, but for now your possible loadout is as follows:

Special Items
Kevlar Vest The kevlar vest is truly a friend of the busy professional. It protects the wearer's abdomen and chest from the ravages of hostile gunfire. Of course, some weapons can still penetrate the armor, but their effects will be greatly reduced. Additionally, you will be shaken by a hit, for those bullets are traveling in excess of the speed of sound. Knives slice through kevlar, as do the shotguns, and other weapons do "bruising damage".
Silencer This lovely little device is both a silencer and a flash suppressor. This means that your weapon makes very little noise and creates no flash that enemies can see to spot you. This device only works on certain weapons... the hand cannon certainly cannot be silenced effectively!
Laser Sight This device attaches to a couple of your weapons in order to make them as accurate as possible despite your body motions. Having the sight attached to your weapon makes it as accurate as if you were crouching no matter whether you are walking, running, or jumping out a five-story window.
Silent Slippers These handy little booties makes you as quiet as a mouse, so you can sneak up on your opponents without tipping them off. Put these on if you're thinking about using your knife.
Bandolier This set of leather belts fits across your chest and allows you to carry twice as much extra ammo. Extremely handy for those times when you want to hole up in a defensible location and not run out of ammo quickly. In AQ2 v1.0 this item has been alter to look like a grey swat vest with lots of nice pockets. In AQ2 v1.5, the bandolier is also equipped with infrared vision -- players (dead and alive) glow a red color. Also, it comes with a grenade in Teamplay games.
Weapons
Weapon data can be found in the weapons section.

Accuracy and movement are the yin and yang of ActionQuake. The more you are moving, the less accurate you will be, just as in the real world. There are four modes of accuracy in this mod, although since most of us have "always run" turned on, there are usually only three.

Movement and Accuracy
Crouching The most accurate position, effectively the same as being prone or having a bench rest. Your shots will be within a pretty good group, say all shots in the black rings of the target if you were target shooting.
Standing Reasonably accurate. This is akin to a free-standing shot where you have time to aim. Expect to get most of your shots within the white rings of the target if you were target shooting.
Walking Not real accurate. If you were target shooting you might get half your shots somewhere on the target, while the rest of the shots would be off on the wood.
Running Good luck. You might get one shot on the paper somewhere in a target shoot... but don't count on it. If both you and your target are moving, you'll be pretty lucky if you manage to hit your target at all.

The rules of play are pretty simple... but there are a couple of little twists to keep things interesting. As is normal, the point of the game here is to kill as much as possible without getting smacked yourself. Problem is, you cannot heal in this mod, so you have to be a little more careful with how brave you want to be in a big firefight.

Points to ponder
Bleeding Once wounded, you will bleed until you bandage. How fast you bleed depends upon where, and how, you were shot. In general, I find it's better to try to finish a firefight before bandaging... that is, provided you still have ammo. If you're all out of ammo and bleeding, head for the hills and bandage on the way there.
 Falling This one's a killer. If you fall more than about two stories, you're a goner. Even if you survive one of these bigger falls, your legs will be so damaged that you'll be an easy shot for just about anyone. I'm just kind of sorry that they can't code in falling down and crawling because your legs are all screwed.
 Sniping

This can be awfully fun... but just remember that without the silencer you are going to make a big flash every time you shoot. Since you're pretty much stationary in a hiding spot when sniping, you'll be an easy target for just about anyone and everyone.

Also, remember that you're in deep doo-doo if someone gets in close to you when you're looking through the sniper scope. Remember that most of the good sniping spots are pretty obvious, so think twice before camping out there... and if someone is sniping, make those spots the first place to look. There have been times I have been taken out just because someone fired a couple shots into a dark corner just to see if someone was lurking there.

 Jump Kicks

Well, it's very, very rare that you can jump kick someone, but it occasionally happens. Believe it or not, I actually managed to jump kick someone out of an open window on the third floor of the Office level.

To jump kick someone, you need to be running at them and jump and run into them near the apex of your jump. It also seems like it's really hard to jump kick someone who is moving... of course, stationary people are usually shooting at you, which usually leads to your getting pegged in the face while running at them attempting such a silly feat.

Anyhow, the occasional kick you land will make up for all the ones you missed... especially if it kills the silly fool.

 Weapon and Item Spawns

All weapons and items not picked up will respawn in their "home" position after sixty seconds. This is kind of nice since it means that one person can't grab all the weapons and hide them somewhere. Additionally, ammo will respawn at their own points every minute or so as well... so plan where you can get some ammo if you plan on carrying a particular weapon.

This also means that you should occasionally check the spawn points for special items and weapons every so often so you can pick them up for free occasionally. Of course, it does feel nice to gank someone and then take their MP5 and silencer.

Below is a quick look at the weapons and items you will find in AQ2, which will help you to identify them when you're first getting started. A more detailed description of each of the weapons can be found in the weapons section.

ITEMS

Bandolier

Carry twice the ammo (plus a grenade) and have twice the fun!

And, type "irvision" for night-vision.

Kevlar Vest

Protects your soft flesh from hypersonic projectiles.

Laser Sight

Have pin-point accuracy even at a dead run.

Silencer

(and flash supressor)
Make them wonder where you are.

Stealthy Slippers

Don't let death slip up silently behind you.

WEAPONS

Combat Knife

Ever so handy when you're out of ammunition.

Mk26 Grenade

Always a crowd pleaser!

Mk23 Pistol

Use two for those special occasions.

M3 Super90

For when you just can't be bothered to aim.

Sawed-off Hand Cannon

Perfect for that up-close lovin'.

MP5/10

Clear the decks for action!

M4A1

Line 'em up and knock 'em down.

SSG 3000

Now I see you... now you die...

Everyone was kung-fu fighting!

copyright 1998 - mr clark