Half-Life Outlaws Server information
Jul0
Weapons
Outlaws has nine different weapons, each one suited for it’s own brand of bloody mayhem. Unlike most other shooters though, the weapons in Outlaws are historically accurate. No rocket launchers or phasers here; just good old favorites like knives, pistols and gatling guns. They also model their projectiles quite carefully so when you fire a shotgun the game tracks each piece of buckshot and puts lots of nice little holes in whatever you were pointing at.
Most weapons have a secondary fire function which allows you to use many of the weapons in more than one way. For instance, secondary fire shoots off both barrels of a double-barreled shotgun, while primary fire let’s you conserve yer precious ammo by emptying just one barrel at a time.
Each weapon has certain advantages and disadvantages, and good players quickly learn to select the most effective weapon for their current situation. For instance, a rifle may wreak bloody havoc from afar, but when your targets get up close and personal you’ll have a helluva time hitting them. Don’t bring a knife to a dynamite fight!
Weapon Primary Fire Secondary Fire Comments
Fists Punches with left fist Punches with right fist Useful, but not too useful. Only good if you run out of ammo or have no guns at all.
Pistol Fires a slower, more accurate shot. For emptying your barrel, making you shoot 6 shots in rapid succession. It’s the gun you start off with. It holds 6 rounds in it Really good for close combat.
Rifle
Fires single shots in rapid succession with good range and accuracy If you have picked up the scope then you can use the secondary fire to zoom in on your opponents and fire more accurate shots The Rifle Holds 12 shots in it. You can clear out the gun in a matter of seconds: good for long range. This is an excellent weapon for sniping when used with the scope (secondary fire).
Single Barreled Shotgun
Fires one round of buckshot None The Single barrel holds 1 round before which you have to reload. It has a fast reload and fire rate has a medium - long range buckshot has a slow spread
Double Barreled Shotgun
Shoots one barrel at a time. Uses both chambers It has medium range, along with an excellent blast radius, but the reload is slow, buckshot has a moderate spread
Sawed off Shotgun
Shoots one barrel at a time. Fires both barrels for some serious close range damage– lethal. The sawed off has a big blast radius but virtually no range. Buckshot has a high degree of spread Best used in close combat..
Dynamite
Throws the dynamite , if you throw an unlit stick you can pick it back up, or you can shoot it and make it explode Lights the fuse on the dynamite, which is helpful if you intend to throw a lit stick of dynamite
Can be a lot of fun to throw sticks around in the middle of a fight, be careful to throw it before it explodes in your face
Knife Used to stab your opponents but you must get within very close range to do so You can throw the knife at your opponent from a good distance. the further you throw it from the more gravity has an effect on how it travels in mid air One or two stabs will kill a person without any armor. A couple of throws should also do it. If a thrown knife misses its target it will stick in the wall that it hits and can be retrieved.
Ash. Inc. Semi-Portable Gatling Gun Spits out a ton of ammo with an excellent fire rate and good range with decent accuracy none What can I say about it? Probably everybody’s favorite. Although they’ll probably hit you, by the time they do you’ll probably pump 20 pounds of lead into their body! One main drawback: it’s semi-portable, meaning once you put it down, you can’t move around while it is deployed. Good for clearing out enemies that are spread out. It automatically loads, so when you run out a new clip is put in.
Items
There a number of items in the game to help improve your abilities and gain an upper hand. Some of these items are considered too much by hardcore Outlaw players and can be filtered out with the Marshall Law feature.
Item What it does
Canteens
Stepping on one of these will restore your health 20 points.
Doctor’s Bag
These work the same as canteens except they can be used when you use your docbag key. Currently you can carry only one at a time.
Elixir
When stepping on the elixir it will replenish your health to full status
Boiler Plates
There are 3 different types of boiler plates: light, medium, and heavy. They will increase your armor stats accordingly. When you have a boiler plate, no health will be lost until the plate has been worn out.
Scope
The scope gives the rifle the ability to zoom. While in zoom your shots are more deadly and accurate, but you have a limited vision. So be wary of any one sneaking up on you.
Acme Inc Vanishing Cream
When you pick this up, you will become semi-transparent so that other players will have a much harder time seeing you, which makes it much easier to sneak up on your enemies and take them down.
Pistol Ammo
When picking this up you will receive 12 more bullets for the pistol.
Shotgun Ammo
When picking this up you will receive 16 more shells for the shotguns. All shotguns use the same ammunition.
Rifle Ammo
When picking this up you will receive 16 more shells for the rifle.
Dynamite Box
When picking this up you will receive 10 sticks of dynamite.
Gatling Ammo Belt
When picking this up you will receive 100 more bullets for the Ash. Inc. Semi-Portable Gatling Gun.
Flag and Base
When CTF mode is enabled this is the flag and capture point. Remember you must have your flag at its base before you are allowed to capture the enemies flag.
Chicken
When KFC mode is enabled this is what you are fighting for. Try to keep possession of the chicken as long as possible and keep others from holding it.
Sheriff’s Badge
When using the Sheriff’s badge it increases your accuracy and doubles the damage you are dealing.
Ammo Belt
When picking this up you will receive 6 pistol ammo, 6 rifle ammo, & 6 shotgun ammo
Notes to Outlaws players
While this an attempt to recreate the best things of Outlaws some things are not completely traditional. One big difference is the jump heights and player speeds. One major thing you will want to learn is how to do the crouch jump from Half-Life. While jumping and holding crouch it will give you a little more height and distance. I recommend trying Half-Life’s Hazard course to understand how to perform this action. Other than that there are minor differences; with more input we will try to adjust these things and make things feel a little closer in upcoming patches.
Half-Life 2 Source Server Query Tool
Jul0
This is a tool to query a Valve Source server via UDP (User Datagram Protocol). It will return all of the information provided by the Source server in response to the A2S_INFO query.
The tool is missing some features such as robust input checking and a receive timeout. If you enter a malformed IP or port it is liable to throw an exception.
The Visual Basic.Net source is located in the included source folder with the associated Visual Studio .Net 2003 support files. Simply double-click on the project file and it will open in Visual Studio.
This tool is provided as a courtesy to the community. It is intended as a starting point for other .Net based projects looking to query the Source engine. The executable and source are provided as-is with no warranty either expicit or implied. I cannot support this application.
I hope you find it useful and educational.
by Technocrat
HL2 Dedicated Server Configuration Utility
Jul0
MAP DESCRIPTION:
Extract to the root directory where
you will be hosting your server.
Example: C:\
This will create a folder caller HL2Server.
Launch the program hl2_dscu.exe located
within the HL2Server folder.
You may want to create a shortcut
to this on your desktop so you can
get to it quicker.
Configure your settings to match your
valve account info. Customize the
rest of the settings to your
preference then select update server.
This will install the latest components
from Valve. The update can take minutes
or hours depending on your connection speed.
Global Warfare Server Variables
Jun0
SV variables
Variable Name Description Default Value
sv_alltalk This makes voice audible to all players. 0
sv_announce 0 turns off win announce voice, 1 turns it on. 0
sv_radiowait Time required between radio commands for players (set this to 2 or 3 if you want to keep players from sending radio commands a lot - but they may start to complain that their radio isn’t working so the default setting is suggested). 1
sv_resetscores Set to 1 if you want to reset all player kill and frag scores when using sv_restartround. This will not effect the number of rounds won. 1
sv_restartround Change this to 1 to restart the round immediately. Restarting the round will send players back to their bases and reset their scores if sv_resetscores 1 is set. 0
rr Same as sv_restartround but shorter 0
sv_rounds Number of rounds required for team to win a battle. When battle is over the map changes and a new battle begins. 3
sv_spawnprotecttime Amount of time the player is protected from campers after exiting the transport. If a camper shoots a player during this time, the damage is reflected on the camper. 5
MP variables
Variable Name Description Default Value
mp_allowcameras Toggles players ability to use cameras. This was used for debugging earlier but is fairly useless now and will probly be removed. 1
mp_friendlyfire 0 off, 1 on. 0
mp_intermissionend Time between intermission start and end. Intermission is when all players are in observer mode and have the scoreboard up. Generally this happens right before the map changes. Keeping this value low is recommended because given the average ping and load time of maps the scoreboard remains for a few seconds longer than the code calls for. 3
mp_intermissionstart Time between battle over and intermission start. The battle/round is officially over when the entities or rules of the map say so. The reason for not ending right away is to give time for win messages/sounds to get to players so that they don’t just respawn without seeing a win message. 3
mp_mapinfointerval How often the server sends updates to clients to update their ingame maps - defaults to 1 second (float). 1
mp_maxdroppeditems This sets the max. number of allowed dropped weapons/items. 20
mp_medicmode This sets the number of medkits a medic can use on himself. The default is 1, but can be increased to 2. 1
mp_minemode This determines whether or not mines can be set off by friendly players. It is better suited for clanwars, and would probably get annoying on public servers. 0
mp_mirrordamage 0 off, 1 on (friendly fire must be on for mirror damage to be activated). 1
mp_nospawndamage No damage in spawn base - default on. 1
mp_pointawardinterval A resupply is awarded to a team every point award interval. A new resupply can be called in by a radioman on that team after each point interval. The resupplies arrive with that team’s transport, which include grenade launchers and grenades. 20
mp_prefertimelimit If set to 1, the map changes after mp_roundtimelimit is up. If set to 0, the map will change after the map defined time limit. 0
mp_roundtimelimit This is for over-riding round time limits. 10 minutes
mp_transportrespawn This determines the amount of time that is required for a new transport to arrive once one has been destroyed. If you set this value too high, the team without a transport will have a harder time winning and the spectators will have to wait longer to play again. The default time is 60 seconds. 60
mp_transportwaittime The amount of time the transport waits for other players after a player boards it. Default: 8 Max: 20
mp_warmuptime Time at beginning of map for transports to wait. This only happens in the first round because this is when players are connecting to servers and we want to make sure players don’t have an unfair advantage by getting into the battle before the other team. 60
mp_weaponremovetime Time weapons remain in map after dropped. They disappear after this time. Due to code and memory issues, it’s strongly recommended that this doesn’t exceed 60. If it does, then there’ll be loads of weapons (probably empty) lying around the map, and eventually this’ll slow your server down. 30
mp_weaponrespawntime Time till the LAW and STINGER respawn. Leaving this higher than 60 is recommended because if you lower it too much then you’ll start to see players waiting around for the LAW and using it as their primary weapon, which is not how it is intended to be used. 80
mp_votemapsneeded Enter the percentage of votes needed for the map to change (ie 80 for 80%). By default, this is set to 0 to disable it. 0
mp_votekicksneeded Enter the percentage of votes needed to vote kick a player (ie 80 for 80%). By default, this is set to 0 to disable it. 0
Use at own risk (slightly buggy, but may be useful)
mp_lzprotect When enabled, the LZ will become a protected zone, and people that are dropped off at the LZ won’t take damage. The default is off. 0
mp_persistent This keeps players on the same teams. The default is off. 0
GoofyHalf-Life server
Jun0
Controls: There are only 2 new controls right now but you should still set it to your own preference.
Thirdperson: The Default key for this is “X” If you have played games like Tomb Raider or Resident Evil you should know what Thirdperson is.
Command Menu: THIS IS ABSOULTLEY ESSENTIAL!!! You must have the Command menu otherwise it would be more of a hassle. In the command menu you can change your character ingame with out having to go to customize in the main menu. There are taunts, and a few other stuff to make it more user friendly. The Default key for this is “ENTER”.
Gravity Limit: Now you can set up the gravity limit before you start the server.
Allow Monsters in MP: For certain maps there will be monsters, you can set it so if you want monsters in your server or not