Name of Mod        : Scientist Hunt
File Name          : shunt12.zip
Version            : 1.2
Date               : April 10, 2001
Author(s)          : Rich Whitehouse and Brian McClelland
E-mail             : thefatal@telefragged.com
Web Site           : http://www.telefragged.com/thefatal/

Additional Credits : Thanks to Hondo for level design and testing,
                     and to Adam Smith for the hammer, handcannon,
                     and chainsaw models. Thanks to Oddjob for
                     the handcannon sounds. Thanks to Marv for help
		     with figuring out how to compile the Linux port
		     under Red Hat 7.

AUTHOR INFO
-----------
I (Rich) am also the author of the Famkebot, Head Soccer, the Jumbot,
the hidebot, and many other things.

Hondo can be contacted at hondo@telefragged.com. He's also the
author of 5am for Action Half-Life and BlockWar for Action Quake II,
among other things.

LEVEL CREDITS
-------------
Rich:
duskhunt, huntring, mexprisn

Brian McClelland (or Hondo):
Everything else (other than user-made levels).

TYPE OF MOD 
-----------
This is a multiplayer mod (with bots included) for Half-Life.

Programming  : Yes.
Sound        : Yes.
MDL          : Yes.
Maps         : Yes.
Graphics     : Yes.

VERSION HISTORY
---------------
1.2:
There is now a Linux port included with the distribution. Thanks to
Marv for helping me figure out how to compile it under Red Hat 7. It
may contain problems in some areas (such as a few bot problems), since
I haven't tested it very extensively, but it seems to be alright for
the most part.

Added a server option to make it so players cannot hurt each other in
any game mode.

Fixed server stability. Hopefully it will run for days without crashing
now.

Fixed a bug in the handcannon reload where you could reselect the weapon
and have it reload at a faster speed than it should.
---
1.1:
Added a new handcannon weapon. Thanks to Adam Smith (Katto) for the
model and Oddjob for the sounds. There's also a wonderful server-side
cvar called sh_hchorror for use with the handcannon, which will allow
you to rapid-fire the handcannon (which was added just for fun and is
not recommended for regular public servers, but is terribly enjoyable).

Added a new chainsaw weapon. Thanks to Adam Smith (Katto) for the
model. There isn't much to say about it, except that it is a nice
enjoyable unnecessarily violent horrible-amounts-of-gore-producing
weapon.

Insanity has had various tweaks and adjustments. There are also now
multiple levels of insanity, and a pretty insanity meter which stays
in the lower-left corner of your screen while you're insane and tells
you your level of insanity and how much insanity time you have left.

Added a good number of options Create game->Advanced options menu.
There are options for extra chainsaw gore, chainsaw spark delay,
handcannon gibbing, extra scientist gibs, and a number of other
things.

Fixed a whole bunch of bugs in Live In Fear mode. It should be pretty
much completely stable and usable now.

Increased the scientist needle radius for players (when playing as a
scientist), to balance things a little better.

Finally fixed the filthy bug that was causing scientist to stay alive
after being killed.

Improved wall-climbing. It should work much more reliably now.

Fixed a bug where walking onto slippery surfaces would make you act as
though you were still walking on them after you got off.

Fixed a bug where scientists would freeze up after healing players.

Included a couple of Hondo's levels in the package rather than leaving
them as seperate downloads. I don't think the overall file size is
very large even still, anyway, and they're both just required levels
that everyone should have. Also included insanity.bsp, which is a nice
little messing-around level for insanity mode (consisting only of a
long hallway and a bunch of scientists).

Many other adjustments and bug fixes have been made. The mod should be
generally stable and useful now. If someone doesn't run a deciated
internet server, I will cry.
---
1.0:
A new play mode has been added, which is titled Live In Fear. One player
is a scientist (and can try to blend in with other scientists) and
the other players try to murder him. The scientist player gets points
for staying alive and can use his poison needle to defend himself.
Players get no points in this mode for killing each other and lose
a point for each non-player scientist they kill (to encourage looking
carefully for the player scientist). The mode is also not teamplay-based,
and the only goal is to be the scientist. See the readme.txt's
"information" section for further details.

Another new play mode has been added, which is titled Madness. In this
mode, scientists are evil and murderous and try to kill each other and
players for no real reason at all other than horrible insanity. This
mode is also not teamplay-based. See the readme.txt's "information"
section for further details.

A new weapon has been added (thanks to Adam Smith for the model). It is
a large, evil, spiked hammer. The hammer has two fire modes, one of which
slams anything in front of you very far back (including scientists,
players, and scientist corpses), and the other delivers a heavy top-down
skull-crushing blow. See the readme.txt's "The Hammer" section for details.

An "Insanity" mode has been added. If players become insane, their speed
increases and they are able to beat things rapidly with the crowbar and
hammer. See the "insanity" section of the readme.txt for details.

Three new levels from Hondo have been included. Factory 2, Field, and the
Horrible Unseen Death Chamber. Hondo's old scientist-killing level for
Half-Life, sk204, is now also included (with the assistance of a SH data
file).

A new edit option has been added, to allow you to play with SH on any
HL level in existance. You can also use it to place more scientists on
existing SH levels. See the readme.txt's "Scientist Hunt Edit Mode"
option for details.

In the Madness play mode, any barneys on the level will fight the insane
scientists as well. Insane scientists will also try to kill barneys.

Fixed up the sh_deadsciphys cvar option so that it actually works now.
Setting it to one will allow you to blow corpses around with the shotgun
or any other weapon of your choice (note that the hammer can still smash
corpses around even without this option).

SH data files have been included for stalkyard, bxht (AHL level), bxht2
(AHL level), sk204 (Hondo's SP scientist killing level), and doublecross.

Bots know how to play the two new play modes and can use the new hammer
weapon.

Added an option (in the advanced options menu while starting a server)
to keep a maximum gib count and begin removing gibs once the gib count
reaches the specified number. This is to avoid edict crashes from gibbing
extremely large piles of scientists.

Changed the multiplayer satchel limit to 20 (which still won't cause
any problems, since the edict count should still stay pretty low
with the new gibbing system).

Moved the scientist scoreboard over to the client DLL, so using it
will not cause severe lag anymore in net games for your client.

Fixed an overflow error that was happening when loading certain levels.

Added a client-side cvar for conveniently making the HUD invisible
(useful for screen shots, mainly).

Scientist Hunt now works on levels with monstermaker entities (scientist
monstermakers are converted into SH scientist points, and monstermakers
of other types are treated as they always are).

Added an option for all monsters to use scientist air physics. This works
for barneys, soldiers, etc.

Added a cvar to adjust the amount of damage barney's handgun does
against insane scientists (in order to allow you to make it so insane
scientists can run toward barneys with their needles while having their
bodies torn apart with bullets).

Players only get one kill for using the crowbar on scientists in
traditional slaughter mode, since it is really not a challenge at all.

Various tiny additions and bug fixes.
---
0.9:
Added a bot chat option to help bots on your team cooperate with you.
Through chatting, you can tell bots to follow you, memorize your
actions, carry out your actions at a later time, and more. See the
"Team Bot Cooperation" section in the readme.txt for more information.

Fixed problem with scientists continuing to run in place after being
killed.

Fixed arsenal being given on a timer outside of traditional slaughter
mode.

Fixed problem where scientists could sometimes spawn on top of each
other.

Bot running speed has been fixed (like in v2.1 of the Jumbot).
---
0.85:
Fixed scientists running toward you after getting scared (forgot to
merge that part of the code from the old code base).

Added an option to have bots kill scientists in careful and creative
ways in traditional slaughter mode.
---
0.8:
Scientist Hunt now works with version 1.1.0.0 of Half-Life.

Version 2.0 of the Jumbot has been ported over to SH.

A few bugs have been fixed, such as scientists respawning over the
sh_scimax value.
---
0.71:
A small fix has been put in place so that players get their arsenals
restored on a timer in traditional slaughter mode if sh_resarsenal is
set.

A number of people have complained that scientists often run toward you
when they get scared. That's fixed now.
---
0.7:
There are now three different modes of play:

    1. Standard Hunting - Just like usual. The scientists run around and
       scream while you shoot them to win the round.

    2. Stealth Hunting - Like above, but scientists don't run until they
       see you, and you get extra points for killing them before they can
       see you.

    3. Traditional Slaughter - Traditional scientist murder. Scientists trust
       you until you hurt them or they see you kill another one of their
       kind. This mode is also not round-based, and scientists just respawn
       shortly after they're killed. Breakable objects will also respawn on
       a timer (rather than each round) if you have it set to respawn
       breakable objects.

Two new levels by Hondo are included. The first is scioffice, and the other
is scihorror.

Added an option to have blood shoot from a scientist's wound as he
flies through the air. It can be set in the advanced server options
menu while starting a server.

Added a gore multiply option (can be set in the advanced server options
menu). This multiplies blood splatter by the amount you set up to 10
times. Be warned that it's mainly just for screen shots and such, since
it can be very bad on the framerate.

Added an option to force each scientist to have a random appearance.

Fixed a negative velocity bug in the scientist-fly-through-glass
routine, as well as a general scientist velocity bug.

Changed the Jumbot v1.8 AI to work better with Scientist Hunt.
---
0.6:
Fixed problem where players would respawn on the same spawn spot
every time (when the spot was not blocked) instead of random spots.

Made it so that "Sci Hunt" is issued as the game description rather
than "HL Teamplay".

Version 1.8 of the Jumbot is now fully implemented.

Scientists can be blown back through glass. This is probably the
most enjoyable feature I've added in a while (for one can have
endless fun sending scientists flying out of windows).
---
0.5:
Distribution now includes 5amsci (a Scientist Hunt conversion of
Hondo's popular Action Half-Life level), Factory (an original SH
level by Hondo), and scihouse (another original SH level by Hondo).

Fixed up the bot AI a little (though it's not nearly up to speed
with the latest version of the Jumbot).

Destructable level objects (windows, TVs, etc) now respawn every
round. This can be disabled in the server startup menu's advanced
options.

Added a map_default.cfg which is executed by default for every
map to reset defaults if there's no CFG for a specific map.

Added a new scientist AI realism mode, where scientists react to
the environment and look for threats, as well as communicate with
each other and a variety of other things. All of the AI is done from
scratch and is designed to work quickly, efficiently, and in a
multiplayer environment.

The advanced options server menu has been changed to accomodate SH
better.

In stealth hunting mode, you're awarded more points for murdering a
scientist without letting him notice you. This is to encourage
players to use stealth more, as it can be fun when your only goal
is to murder scientists.

Added a sh_clprint cvar so the server can toggle client messages on
and off.
---
0.4:
Fixed the string handling that I completely destroyed by trying to
fix a bug in 0.3. Bots also run at a constant perfect speed despite
quick framerate changes now.
---
0.3:
Fixed a problem with clients overflowing and the server sometimes
crashing if sh_resarsenal was enabled.

Fixed a problem where if a scientist was killed by a player's
snark and the player had another weapon selected, the game would
think the player used that weapon to kill the scientist (this also
applies to grenades, tripmines, etc).
---
0.2:
Various things added and fixed. New optional scientist death physics,
scientist score info, and more. Make sure you look at the new updated
installation and use instructions before doing anything.
---
0.1:
First release.

INSTALLATION AND USE
--------------------
If you're reading this, you should already have Scientist Hunt installed
properly to a folder called scihunt directly under your Half-Life folder.
Now start Half-Life with the console (-console at the command line). Once
in the menu, use the custom game option to activate the mod.

First, go to the control configuration menu. You'll notice there is a
new entry for viewing the scientist round scores. Assign a key to it, as
you'll probably want to use it.

Now just start a regular LAN game through the menu (don't forget to set
the frag and time limits) and use the console (~ key) to enter commands
and change values (which are listed below). Or, if you want to start a
public internet server, you can follow the same instructions and just
start an internet game instead of a LAN game.

Remember, if you want to enable bots, you'll have to check the option
to enable them under the advanced options in the server start menu. Also
remember to set any other options you may want to change from the default
in the advanced options menu.

Also remember to set up the shconfig.cfg in your scihunt directory to
fit your needs before you do anything.

After you get everything else set up, you can also edit the starteqp.txt
file. You can add the names of weapons/ammo into it (it uses the standard
HL entity names that you'll also see in WorldCraft and such) to have
players spawn with those weapons and ammo each time they die. If you
don't want to have anything extra given to the player, then either make
the file blank or delete/rename it.

If you really want to start configuring things, then you can edit the
level CFG files to point the sh_weapfileloc to different files in the
arsenals folder. Then you can have different weapon configurations and
such for each level. You can also set any other console command in each
level CFG file. There are a lot of possibilities.

INFORMATION
-----------
The object of the game is fairly simple. There are two teams. The red team,
and the blue team. Each team starts out in a different part of the level,
and some scientists will spawn around the middle. It is your job to track
down and murder as many scientists as you can until they're all dead, and
try to get more than the other team. While you're after the scientists, you
can kill members of the other team as well. If you manage to pick off the
last remaining scientist for the round, you'll get a bonus of one frag.
Each time a team wins a round, each member of the team gets a total of
ten frags. Each scientist you kill under regular conditions will get you
one frag, and killing one under normal conditions with a crowbar will
get you two frags. If one team kills all scientists on the level and the
other team gets no kills, the winning team will get a two frag bonus for
every team member. Note that regular kills are doubled in stealth hunt mode
if you can manage to kill the scientist without him noticing you. So,
killing a scientist with a standard weapon without him noticing you will
get you two frags instead of one, and killing him with the crowbar without
being noticed will get you a total of four frags for that single kill.

These rules do not apply under all play modes, however. There are currently
a total of 5 play modes. Standard hunting and stealth hunting are described
above. Traditional slaughter is basically like standard hunting, but
scientits will trust you until you hurt them or kill another of their kind.

Live In Fear will assign one player to being a scientist, and he will get
points for how long he manages to stay alive as the scientist. In this mode,
if players kill any scientists that are not the player scientist, they will
lose a point, so it's wise to check if the scientist you're shooting is the
player first. Be careful, though, as the player scientist can stab you with
a needle full of poison which will kill you unless you can manage to kill the
one who stabbed you and become a scientist first. You'll also get no points
for killing other players, so the only way to win is to be the scientist. This
mode is not red-blue team based, and the only goal is to be the scientist.

Madness is also basically like standard hunting, but the scientists are all
mad. They will try to murder players and each other constantly without
reason at all. There are also no teams in Madness, so all players are free
to kill each other as well.

So, that's pretty much it. Go find a server or load up a game with bots
by yourself and have fun.

By the way, if you want to build your own map for Scientist Hunt, then
be sure to take a look at the mapspecs.txt file to see what you need
to do.

SCIENTIST CONTROLS
------------------
In Live In Fear mode, one player is always the scientist (see above for details).
Once you become the scientist, your controls change a little. Here's some
information on what all of your controls now do:

Primary attack - This will cause you to take out your poison needle and try to
stab anything that may be in front of you.

Secondary attack - This will toggle you between first and third person view while
you control your scientist.

Use - If in front of an object, this will use the object like a player would. If
in front of a scientist, this will cause you to scream an alert to the scientist
and inform him that he is doomed, and that he had better become scared and start
running around mindlessly. If not in front of any usable object, this will let out
a random scientist noise, which is good for confusing players and making them think
you're just another AI scientist.

Duck - This will make you walk instead of run as you move.

Your movement keys will act the same, and so will your jump key. Note that because
you use real scientist movement as a scientist, you will stop on ledges and things.
Use the jump key if you want to go over a ledge or something else you may get stuck
on.

You can also suffer fall damage as a scientist, so be careful (or have fun throwing
yourself through glass rooftops).

WALL CLIMBING
-------------
As of SH v1.0, wall climbing has been added. This is mainly for Hondo's levels that
were converted from AHL, and have areas you cannot reach without the use of wall
climbing, though it can be disabled on the server freely (in the advanced options
menu while starting the server).

To climb a wall, jump up directly in front of one and hit jump as you're going up
to grab the ledge in front of you (if there is one) and pull yourself up onto it. It
can be slightly hard to do at first, but you'll get used to it.

INSANITY
--------
As of version 1.0 of SH, there is a new "insanity" option. The insanity
option can be set in the advanced options menu while starting a server, and
is 5 by default. The value causes players to become insane if they manage
to kill that number of scientists in twice as many seconds with the crowbar, the
hammer, or the chainsaw. So, since it is 5, if you kill 5 scientists in under
10 seconds with the crowbar, hammer, and/or chainsaw, you will become insane.

Once a player becomes insane, his vision turns red and his speed and strength
increase. When using the hammer, you will also be able to issue full-strength
blows without charging up at all. There will also be a face and a timer. The
timer tells how much insanity time you have left, and the face indicates your
"level" of insanity. There are three levels of insanity. The higher your level,
the faster and more powerful you become.

THE HAMMER
----------
The hammer is a new weapon that you will start with by default. It has two
different fire modes. Both modes will be more powerful the longer you hold fire
before releasing and swinging.

Primary fire is a sideways bat-like swing, which will send anything you hit flying
backwards quite a distance, including scientists and players. You can also use it
to fling scientist corpses around.

Secondary fire will cause you to raise your hammer, then send it crushing down
directly on the skull of whatever is in front of you. This will kill most things
instantly, depending on how long you charge it for.

Your hammer ability will increase when you become insane. For more information
on that, see the insanity section.

THE HANDCANNON
--------------
The handcannon is another new weapon. It's essentially a very powerful shotgun.
You can use primary fire to fire both shells you have loaded at once, or you
can use secondary fire to fire one at a time.

THE CHAINSAW
------------
The chainsaw is yet another new weapon. It can induce insanity, but the weapon
itself gets no real benefit from being insane (though insanity's increased
running speed benefits can be very useful with the chainsaw). There is only
a primary fire mod for the chainsaw. Hold down fire to keep the chainsaw held
out to grind things apart.

TEAM NAME DISPLAY
-----------------
As of version 1.0 of SH, there is an option to have the names of your team
members show up on your screen when you look at them. If this is enabled on
the server, you can use the "teamdisplay" command as a client to enable and
disable it for yourself.

SCIENTIST HUNT EDIT MODE
------------------------
Version 1.0 of SH added the ability to play on absolutely any level. To do this,
load an non-SH-compatible level and you'll be taken into SH edit mode. Once you
are in this mode (and are connected as a client), use the edit_menu command in
the console to bring up a list of options. They're all pretty self-explanitory,
so I won't bother describing them.

If you want to add to a SH level, or edit the SH data on a level you've created
SH data for, just set sh_data_edit to 1 in the console and load up the level.

TEAM BOT COOPERATION
--------------------
In order for commands toward bots from players to work, the server must
have bot ordering enabled. It can be enabled in the advanced options
menu while starting the server.

Commands are given to bots through chatting. To give a chat command, talk
as you normally would to other players, and say "<bot's name> <command>".
Commands can only be given to bots on your team. An example would be:

yoshiki follow

You can dress this up if you wish, as well, by perhaps saying something
along the lines of:

Yoshiki, follow me!

The examples assume the bot's name is Yoshiki. If not, substitute Yoshiki
with whatever the bot's name is. A list of commands to put in place of
follow are:

stop - Tell the bot to stop following you or to stop waiting in position.

follow - Tell the bot to follow you. If the bot is not near you, it will
try to track you down in the level when you tell it to follow you.

watch - Tell the bot to watch what you're doing and remember it. This
will only work if the bot can see you and is following you. If you fire
at a location or use a button, the bot will watch and see what you did,
then remember it for later.

position - Tell the bot to get in position to execute its current memorized
action.

turn left - If the bot is in position, this will make it turn left slightly.

turn right - Same as above, only to the right.

execute - If the bot is in position, telling it to do this will make it
carry out the memorized action.

execute loop - Execute the action until instructed to stop with a stop
command.

Those are currently all of the commands. Note that you can also give orders
to multiple bots on your team in one line. The following would work, for
example:

hide, Yoshiki, Toshi, follow me!

That should be all you need to know.

SETTINGS AND COMMANDS
---------------------
changeteam (command): As a client, this will change the team you are on.

hud_hide (cvar): As a client, setting this to 1 will hide your HUD display.

sh_hchorror (cvar): This is a server-side cvar. Setting to 1 allows you to
fire the handcannon rapidly without having to ever reload. HOORAY!!!

sh_enablebots (cvar): Setting to 1 enables Jumbots. The options for the
bot are still basically the same as when you run the bot by itself. All
the files for the bot are in the \botfiles subdirectory under your
scihunt folder. For more information on the bot, see the jumbot_readme.txt
file. The default is 0 (bots disabled). Note that this is also settable
by a check box from the main server startup menu (under advanced options).

sh_allowteamchange (cvar): Setting this to 1 allows clients to change
teams with the changeteam command. Setting this to 0 disables that ability.
The default is 1.

sh_forcemodel (cvar): Setting this to 1 forces players to use the Gordon
model. This is because some models do not have visible colors on them,
and you cannot see what team a person is on that way. Setting to 0 allows
players to use any model they wish. The default is 1.

sh_scispeed (cvar): Set this to the speed you want scientists to run at.
Higher is faster, lower is slower. The default is 40.

sh_scifly (cvar): If set to 1, this allows scientists to fly back with
impact damage when hit. Setting to 0 disables this and makes them act
the same as they do in regular single player.

sh_deadsciphys (cvar): Allows corpse juggling and other fun things if
set to 1. Default is 1.

sh_announcescideath (cvar): Set to 1 to announce scientist deaths to
everyone playing. Default is 0.

sh_announcescinum (cvar): Set to 0 to disable the client's ability to
see the scientist round score with +sciscore. Default is 1.

sh_scimax (cvar): Sets the maximum amount of scientists to spawn on the
level. If sh_scimax is less than the number of scientist spots on the
level, then the scientists will treat each scientist spot as a spawn
spot and spawn on them randomly each round. The default value is 5.

sh_crowbar (cvar): Set to 1 to make it so no one can use any weapon other
than the crowbar. This rule applies to both bots and humans. The default
is 0 (disabled).

sh_clprint (cvar): Allows the server to toggle client messages on and off.
1 is on, 0 (default) is off.

sh_restorehealth (cvar): Set this to 1 to restore every player's health
to 100 if it is less than that at the start of each round. The default
is 0 (disabled).

sh_resarsenal (cvar): Set this to 1 to destroy the player's weapons and
restore his arsenal to the default each new round. The default is 0
(disabled).

sh_levelexec (cvar): Looks in the maps folder to see if there is a CFG
with the same name as the map name and executes it, if this is set to
1. This allows you to have your own custom server options depending on
the level. For example, if the level is backyard.bsp, it will look
for a file named backyard.cfg and execute it if it exists. The default
for this value is 1 (enabled).

sh_weapfileloc (cvar): Points to the location of the file which tells
what weapons and ammo to give players upon spawning in non-crowbar
mode. The default is arsenals/starteqp.txt.

sh_realistic (cvar): Sets the game mode. This should be set in the
advanced options menu while starting a server.

sh_respbreak (cvar): Toggles breakable objects respawning each round on
and off (1 respawns, 0 does not). This can be set in the advanced options
while starting a server as well.

All of the options and commands for the Jumbot are listed in the
jumbot_readme.txt file.

BUGS, ETC.
----------
No serious bugs are known currently.

COPYRIGHT/PERMISSIONS
---------------------
This mod may only be distributed if this file and all the other files that
came with it are included in the redistribution, and no money is charged
for the product being distributed. This excludes such things as video
game magazines which include a CD and things such as that, which are
permitted to include this mod (provided they meet the requirements above)
as long as they notify me before doing so and get my permission through
e-mail or some other form. You may not use any part of this mod in your
own mod, and you may not distribute any part of this mod without the
rest of the mod under the previously stated terms.

