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	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2551</id>
		<title>ETPro:Pluggable Config Files</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2551"/>
		<updated>2006-11-17T00:53:40Z</updated>

		<summary type="html">&lt;p&gt;Fusen: edited sig example config info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro supports &#039;&#039;&#039;Pluggable Config Files&#039;&#039;&#039;. These files provide servers the use of additional features not available from traditional &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
==Creation and Installation==&lt;br /&gt;
Config files must be located in &amp;lt;tt&amp;gt;etpro/configs&amp;lt;/tt&amp;gt; and their names must end in &amp;lt;tt&amp;gt;.config &amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Config file format==&lt;br /&gt;
The following shows the .config syntax. This is not a complete config, the ... indicates that in a real config many similar commands would follow&lt;br /&gt;
&lt;br /&gt;
 configname &amp;quot;^/foobar^f 6v6&amp;quot;&lt;br /&gt;
 // config for 6v6 foobar league&lt;br /&gt;
 version 1.2.3.4 foobar6v6.version.foobarleague.com &lt;br /&gt;
 init &lt;br /&gt;
 { &lt;br /&gt;
    setl sv_pure 1 &lt;br /&gt;
    setl sv_cheats 0 &lt;br /&gt;
    setl g_gametype 3 &lt;br /&gt;
 ...&lt;br /&gt;
    command &amp;quot;pb_sv_enable&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_kicklen 1&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_cvarempty&amp;quot; &lt;br /&gt;
 ...&lt;br /&gt;
 } &lt;br /&gt;
 map default &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 0 &lt;br /&gt;
    setl g_useralliedrespawntime 0 &lt;br /&gt;
    setl g_useraxisrespawntime 0 &lt;br /&gt;
    setl b_moverscale 1 &lt;br /&gt;
 } &lt;br /&gt;
 map radar &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 12 &lt;br /&gt;
    command &amp;quot;forcecvar r_drawfoliage 0&amp;quot; &lt;br /&gt;
    mapscripthash &amp;lt;hash&amp;gt;&lt;br /&gt;
 } &lt;br /&gt;
 ...&lt;br /&gt;
 signature &amp;lt;40 char sha1 hash&amp;gt;&lt;br /&gt;
===Config file details===&lt;br /&gt;
;comments : any text following  // is a comment and is ignored&lt;br /&gt;
&lt;br /&gt;
;version w.x.y.z some.dns.name : ET will check that version matches the IP returned form some.dns.name If it does, ETPro displays the message &amp;quot;config is latest version available&amp;quot; to all players in warmup. &#039;&#039;&#039;not fully implemented&#039;&#039;&#039; - etpro doesn&#039;t currently do the DNS check.&lt;br /&gt;
&lt;br /&gt;
;configname &amp;lt;name&amp;gt; : defines the name of the config. This name is displayed to players in warmup, but is &#039;&#039;&#039;not&#039;&#039;&#039; used to refer to the config in config related commands. The name may contain ET [[Color Codes]]&lt;br /&gt;
&lt;br /&gt;
;init : The init block is executed only once, when the config is loaded by referee or rcon/console. It is never reloaded. &lt;br /&gt;
&lt;br /&gt;
;map &amp;lt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;gt;|default : The map blocks are loaded on every map_restart. The parameter is the mapname to match to. A parameter of default will execute that block for all maps. map blocks are executed in order from first to last. Generally you want your default block first, and then specific map blocks to override it.&lt;br /&gt;
&lt;br /&gt;
;signature &amp;lt;sig&amp;gt; : provides crypotgraphic signature to verify that that the config is unmodified. ETPro displays the message &amp;quot;config is certified&amp;quot; to all players in warmup. The signature must be generated by the etpro team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init&#039;&#039;&#039; and &#039;&#039;&#039;map&#039;&#039;&#039; are followed by a block, delimited by curly braces {}. Each block can contain the following keywords&lt;br /&gt;
&lt;br /&gt;
;set &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value.&lt;br /&gt;
;setl &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value, and locks it so that it cannot be changed by rcon, forcecvar or other means until the config is unloaded&lt;br /&gt;
;command &amp;quot;command text&amp;quot; : execute &amp;quot;command text&amp;quot;&lt;br /&gt;
;mapscripthash &amp;lt;hash&amp;gt; : Require a particular mapscript be used for a map. Must appear in a non-default map section. The hash can be found by loading the map and checking the value of the readonly server cvar b_mapscripthash. If the mapscript does not match when the map is loaded, a message will be sent to all players, and the config will be unloaded.&lt;br /&gt;
&lt;br /&gt;
==Config related commands==&lt;br /&gt;
;callvote  | ref config &amp;lt;config file name&amp;gt; : set the current config by vote or ref.&lt;br /&gt;
;config &amp;lt;config file name&amp;gt;|none : set the current config from the server console, or unload the current config. Settings set by the config remain in effect, but are no longer locked. Map specific blocks are no longer in effect. &lt;br /&gt;
&#039;&#039;notes&#039;&#039;: &lt;br /&gt;
:*&amp;lt;tt&amp;gt;config none&amp;lt;/tt&amp;gt; can only be used from the console (or rcon) not ref or vote.&lt;br /&gt;
:*you must use the filename of the .config (minus the .config extension), not the &#039;configname&#039; contained in the .config file. The &#039;configname&#039; is a longer (possibly colored etc) descriptive name.&lt;br /&gt;
:*&#039;&#039;&#039;do not&#039;&#039;&#039; try to load a config with &amp;lt;tt&amp;gt;set config &amp;lt;i&amp;gt;&amp;lt;configname&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;. This will cause the &amp;lt;tt&amp;gt;config&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ref config&amp;lt;/tt&amp;gt; commands to stop working until the server is restarted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common pitfalls to watchout for==&lt;br /&gt;
*Any cvar that isn&#039;t a number (vote_allow_config, b_watermark, b_levels_medic etc) must have quotes around it&#039;s value, even if its value is a single character.&lt;br /&gt;
*XP levels lists should not have commas in them (b_levels_medic etc)&lt;br /&gt;
*Putting cvars in groups alphabetically as above makes it a &amp;lt;em&amp;gt;lot&amp;lt;/em&amp;gt; easier to maintain and verify.&lt;br /&gt;
*Make sure there is an extra newline at the end of the file (after the closing &#039;}&#039;)&lt;br /&gt;
*&amp;lt;em&amp;gt;Test your &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt;&amp;lt;/em&amp;gt; - you can do this simply by putting it in your /etpro/configs directory, and starting ET with &amp;lt;tt&amp;gt;+set dedicated 2 +exec server.cfg&amp;lt;/tt&amp;gt;, then calling the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;/config NAME&amp;lt;/tt&amp;gt;. The console will report any major syntax errors in the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt;&lt;br /&gt;
*Make sure to include &amp;lt;em&amp;gt;all&amp;lt;/em&amp;gt; relevant gameplay-related cvars.  Most are included in [http://bani.anime.net/banimod/forums/viewtopic.php?t=4558#43204 this list].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Your Configuration Certified==&lt;br /&gt;
The easiest way is to send a private message to [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2 bani] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1462 zinx] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=761 ReyalP] with the URL using the [http://bani.anime.net/banimod/forums/privmsg.php?folder=sentbox ETPro forums], including a link to the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt; hosted on the league&#039;s website.&lt;br /&gt;
&lt;br /&gt;
An alternate way, if the first way fails, is to talk to one of the [[ETPro Developer]]s on [[IRC]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cvar Restrictions]]&lt;br /&gt;
*[[Forced Cvars]]&lt;br /&gt;
*[[WolfWiki:Community_Portal#Leagues / Competitions]] is a good place to find full config file examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2550</id>
		<title>ETPro:Pluggable Config Files</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=2550"/>
		<updated>2006-11-17T00:52:02Z</updated>

		<summary type="html">&lt;p&gt;Fusen: added mapscripthash example to example config&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro supports &#039;&#039;&#039;Pluggable Config Files&#039;&#039;&#039;. These files provide servers the use of additional features not available from traditional &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
==Creation and Installation==&lt;br /&gt;
Config files must be located in &amp;lt;tt&amp;gt;etpro/configs&amp;lt;/tt&amp;gt; and their names must end in &amp;lt;tt&amp;gt;.config &amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Config file format==&lt;br /&gt;
The following shows the .config syntax. This is not a complete config, the ... indicates that in a real config many similar commands would follow&lt;br /&gt;
&lt;br /&gt;
 configname &amp;quot;^/foobar^f 6v6&amp;quot;&lt;br /&gt;
 // config for 6v6 foobar league&lt;br /&gt;
 version 1.2.3.4 foobar6v6.version.foobarleague.com &lt;br /&gt;
 init &lt;br /&gt;
 { &lt;br /&gt;
    setl sv_pure 1 &lt;br /&gt;
    setl sv_cheats 0 &lt;br /&gt;
    setl g_gametype 3 &lt;br /&gt;
 ...&lt;br /&gt;
    command &amp;quot;pb_sv_enable&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_kicklen 1&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_cvarempty&amp;quot; &lt;br /&gt;
 ...&lt;br /&gt;
 } &lt;br /&gt;
 map default &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 0 &lt;br /&gt;
    setl g_useralliedrespawntime 0 &lt;br /&gt;
    setl g_useraxisrespawntime 0 &lt;br /&gt;
    setl b_moverscale 1 &lt;br /&gt;
 } &lt;br /&gt;
 map radar &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 12 &lt;br /&gt;
    command &amp;quot;forcecvar r_drawfoliage 0&amp;quot; &lt;br /&gt;
    mapscripthash &amp;lt;hash&amp;gt;&lt;br /&gt;
 } &lt;br /&gt;
 ...&lt;br /&gt;
 signature deadbeefdeadbeefdeadbeefdeadbeefdeadbeef&lt;br /&gt;
===Config file details===&lt;br /&gt;
;comments : any text following  // is a comment and is ignored&lt;br /&gt;
&lt;br /&gt;
;version w.x.y.z some.dns.name : ET will check that version matches the IP returned form some.dns.name If it does, ETPro displays the message &amp;quot;config is latest version available&amp;quot; to all players in warmup. &#039;&#039;&#039;not fully implemented&#039;&#039;&#039; - etpro doesn&#039;t currently do the DNS check.&lt;br /&gt;
&lt;br /&gt;
;configname &amp;lt;name&amp;gt; : defines the name of the config. This name is displayed to players in warmup, but is &#039;&#039;&#039;not&#039;&#039;&#039; used to refer to the config in config related commands. The name may contain ET [[Color Codes]]&lt;br /&gt;
&lt;br /&gt;
;init : The init block is executed only once, when the config is loaded by referee or rcon/console. It is never reloaded. &lt;br /&gt;
&lt;br /&gt;
;map &amp;lt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;gt;|default : The map blocks are loaded on every map_restart. The parameter is the mapname to match to. A parameter of default will execute that block for all maps. map blocks are executed in order from first to last. Generally you want your default block first, and then specific map blocks to override it.&lt;br /&gt;
&lt;br /&gt;
;signature &amp;lt;sig&amp;gt; : provides crypotgraphic signature to verify that that the config is unmodified. ETPro displays the message &amp;quot;config is certified&amp;quot; to all players in warmup. The signature must be generated by the etpro team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init&#039;&#039;&#039; and &#039;&#039;&#039;map&#039;&#039;&#039; are followed by a block, delimited by curly braces {}. Each block can contain the following keywords&lt;br /&gt;
&lt;br /&gt;
;set &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value.&lt;br /&gt;
;setl &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value, and locks it so that it cannot be changed by rcon, forcecvar or other means until the config is unloaded&lt;br /&gt;
;command &amp;quot;command text&amp;quot; : execute &amp;quot;command text&amp;quot;&lt;br /&gt;
;mapscripthash &amp;lt;hash&amp;gt; : Require a particular mapscript be used for a map. Must appear in a non-default map section. The hash can be found by loading the map and checking the value of the readonly server cvar b_mapscripthash. If the mapscript does not match when the map is loaded, a message will be sent to all players, and the config will be unloaded.&lt;br /&gt;
&lt;br /&gt;
==Config related commands==&lt;br /&gt;
;callvote  | ref config &amp;lt;config file name&amp;gt; : set the current config by vote or ref.&lt;br /&gt;
;config &amp;lt;config file name&amp;gt;|none : set the current config from the server console, or unload the current config. Settings set by the config remain in effect, but are no longer locked. Map specific blocks are no longer in effect. &lt;br /&gt;
&#039;&#039;notes&#039;&#039;: &lt;br /&gt;
:*&amp;lt;tt&amp;gt;config none&amp;lt;/tt&amp;gt; can only be used from the console (or rcon) not ref or vote.&lt;br /&gt;
:*you must use the filename of the .config (minus the .config extension), not the &#039;configname&#039; contained in the .config file. The &#039;configname&#039; is a longer (possibly colored etc) descriptive name.&lt;br /&gt;
:*&#039;&#039;&#039;do not&#039;&#039;&#039; try to load a config with &amp;lt;tt&amp;gt;set config &amp;lt;i&amp;gt;&amp;lt;configname&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;. This will cause the &amp;lt;tt&amp;gt;config&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ref config&amp;lt;/tt&amp;gt; commands to stop working until the server is restarted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common pitfalls to watchout for==&lt;br /&gt;
*Any cvar that isn&#039;t a number (vote_allow_config, b_watermark, b_levels_medic etc) must have quotes around it&#039;s value, even if its value is a single character.&lt;br /&gt;
*XP levels lists should not have commas in them (b_levels_medic etc)&lt;br /&gt;
*Putting cvars in groups alphabetically as above makes it a &amp;lt;em&amp;gt;lot&amp;lt;/em&amp;gt; easier to maintain and verify.&lt;br /&gt;
*Make sure there is an extra newline at the end of the file (after the closing &#039;}&#039;)&lt;br /&gt;
*&amp;lt;em&amp;gt;Test your &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt;&amp;lt;/em&amp;gt; - you can do this simply by putting it in your /etpro/configs directory, and starting ET with &amp;lt;tt&amp;gt;+set dedicated 2 +exec server.cfg&amp;lt;/tt&amp;gt;, then calling the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt; with &amp;lt;tt&amp;gt;/config NAME&amp;lt;/tt&amp;gt;. The console will report any major syntax errors in the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt;&lt;br /&gt;
*Make sure to include &amp;lt;em&amp;gt;all&amp;lt;/em&amp;gt; relevant gameplay-related cvars.  Most are included in [http://bani.anime.net/banimod/forums/viewtopic.php?t=4558#43204 this list].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Your Configuration Certified==&lt;br /&gt;
The easiest way is to send a private message to [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=2 bani] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=800 Rain] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=1462 zinx] or [http://bani.anime.net/banimod/forums/profile.php?mode=viewprofile&amp;amp;u=761 ReyalP] with the URL using the [http://bani.anime.net/banimod/forums/privmsg.php?folder=sentbox ETPro forums], including a link to the &amp;lt;tt&amp;gt;.config&amp;lt;/tt&amp;gt; hosted on the league&#039;s website.&lt;br /&gt;
&lt;br /&gt;
An alternate way, if the first way fails, is to talk to one of the [[ETPro Developer]]s on [[IRC]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cvar Restrictions]]&lt;br /&gt;
*[[Forced Cvars]]&lt;br /&gt;
*[[WolfWiki:Community_Portal#Leagues / Competitions]] is a good place to find full config file examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETTV:Viewer%27s_Guide&amp;diff=2496</id>
		<title>ETTV:Viewer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETTV:Viewer%27s_Guide&amp;diff=2496"/>
		<updated>2006-08-31T10:45:54Z</updated>

		<summary type="html">&lt;p&gt;Fusen: it mentions replaying on local windows machine yet talks about the linux so files?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ETTV Viewer&#039;s Guide ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
ETTV is a modification that allows anybody to spectate Enemy Territory matches without actually being on the server the teams are playing on. The purpose is so that you have have thousands of people all able to watch an exciting match live, without being able to interfere or otherwise cause problems with the match.&lt;br /&gt;
&lt;br /&gt;
The ETTV modification is supplied within the ETPro modification, you do not need any further modification unless you intend to run an [[ETTV:Server_Configuration|ETTV Server]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Watching ETTV ===&lt;br /&gt;
Simply connect to an ETTV server like any other Enemy Territory server. Once you are connected it will look and feel very much like you are in spectator mode on any normal server.&lt;br /&gt;
&lt;br /&gt;
There are some issues which occur frequently enough to make it worth noting here, however. &lt;br /&gt;
&lt;br /&gt;
* ETTV servers frequently do not allow clients (that&#039;s you/your game) to auto-download any missing files. You should try to ensure you &#039;&#039;&#039;have the correct patch, modification and custom map versions before you join&#039;&#039;&#039;. This is usually, but not necessarily the latest official version. If you do not have the correct versions you may be unable to join, or disconnected at some point during viewing.&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Do not be concerned about interfering with the match&#039;&#039;&#039;, you cant. The ETTV server you join is essentially playing a live demo of the match which is actually being played on another server. You can spectate freely and talk crap with the other viewers on the same ETTV server, thats it. Chat from ETTV viewers is distinguished from chat in the match by the red &amp;quot;ETTV&amp;quot; preceding it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Connecting via IP address&#039;&#039;&#039; (command-line or console) is identical to any other Enemy Territory server. If you&#039;ve been given the IP address of an ETTV server and are wondering what to do with it, open the console (usually by pressing the key under ESCape, often the ~ or ` key) and use the following command (including the forwardslash) -  &amp;lt;tt&amp;gt;/connect ip.add.ress:port&amp;lt;/tt&amp;gt;&lt;br /&gt;
:(for example: &amp;lt;tt&amp;gt;/connect 62.75.178.112:27962&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Controls ===&lt;br /&gt;
* cycle between everybody on the server (who shows up on the scoresheet)&lt;br /&gt;
:fire &amp;lt;tt&amp;gt;&amp;lt;Left Mouse button&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* cycle following only objective carriers&lt;br /&gt;
:Prone + (fire / altweapon) &amp;lt;tt&amp;gt;&amp;lt;X + LeftMouse&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* cycle following only spectators / shoutcasters&lt;br /&gt;
:Zoom + (fire / altweapon) &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;B + LeftMouse&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Jump directly to following a player in view&lt;br /&gt;
: Press activate while pointing crosshair at player&lt;br /&gt;
* return to free floating mode.&lt;br /&gt;
: Press jump or activate &amp;lt;tt&amp;gt;&amp;lt;Spacebar&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Generally Useful Tips ===&lt;br /&gt;
*  Chats from other ETTV spectators can be hidden with the console command &amp;lt;tt&amp;gt;/tvchat off&amp;lt;/tt&amp;gt;, and re-enabled with &amp;lt;tt&amp;gt;/tvchat on&amp;lt;/tt&amp;gt;. All chat done on ETTV won&#039;t be seen on the game server (luckily). If certain chatters start to irritate you, you can easily ignore specific people with the &amp;lt;tt&amp;gt;/ignore&amp;lt;/tt&amp;gt; command and can use the &amp;lt;tt&amp;gt;/unignore&amp;lt;/tt&amp;gt; command to show their chat messages again.&lt;br /&gt;
&lt;br /&gt;
*  To spectate a specific player through their eyes, open console and put in the command &amp;lt;tt&amp;gt;/players&amp;lt;/tt&amp;gt;, and notice the player number. Now just &amp;lt;tt&amp;gt;/follow x&amp;lt;/tt&amp;gt;. If you&#039;re new to Enemy Territory, you might find it most entertaining to follow a shoutcaster, if there is one.&lt;br /&gt;
&lt;br /&gt;
*  Viewing ETTV in a window can be convenient while you find other IP&#039;s, talk in IRC, or access WinAmp, for example. To do this, you can go to the options screen and set a resolution which is smaller than your desktop screen resolution, and then select windowed mode.  Alternatively, enter &amp;lt;tt&amp;gt;/r_mode 3&amp;lt;/tt&amp;gt; into console, and then hit ALT+Enter. &lt;br /&gt;
&lt;br /&gt;
* Normal cvar restrictions dont apply when viewing demos, nor do they (usually) when viewing ETTV. This is OK because you&#039;re not playing against anyone. Several leagues remove the foliage (all the grassy stuff) on Radar because it hurts performance and, some say, isnt good for competitive gaming. As an ETTV viewer you can remove it via console: &amp;lt;tt&amp;gt;/r_drawfoliage 0&amp;lt;/tt&amp;gt;. To further incrase performance you can remove wolffog (an effect which &amp;quot;adds&amp;quot; fog to the map, sometimes restricting the viewing distance [e.g. Railgun]) by setting &amp;lt;tt&amp;gt;r_wolffog 0&amp;lt;/tt&amp;gt;. You might want to ensure that is reset to 1 before you join a normal gameserver however.&lt;br /&gt;
&lt;br /&gt;
* ETTV is generally not live; normally a few minute long delay is added so competing teams cannot have another member watching and sending participants advantagous information.&lt;br /&gt;
&lt;br /&gt;
== Shoutcasts ==&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Shoutcast shoutcast] is essentially a match commentary, broadcast over something akin to internet radio. The shoutcaster is usually someone heavily involved with the ET community and listening to the shoutcast greatly enhances the entertainment value of ETTV.&lt;br /&gt;
&lt;br /&gt;
A shoutcast is completely seperate from ETTV however, to listen to a shoutcast you will need to open the URL with a suitable program - [http://winamp.com/ WinAmp] being one of many such programs. The shoutcast URL is often available at the same place you found the ETTV details for the match you want to watch.&lt;br /&gt;
&lt;br /&gt;
Like ETTV, shoutcasts are usually not totally live - normally a few minutes delay is added so competing teams cannot have another member watching or listening in and sending participants advantagous information. Typically ETTV has a longer delay than the shoutcast does, so the result is ETTV and shoutcast are out of sync.&lt;br /&gt;
&lt;br /&gt;
Fortunately it isnt the other way around, because you can pause WinAmp to syncronise the two. Simply listen for some event in the shoutcast (often shoutcaster will read out the time on the clock for this purpose, or you can listen for event&#039;s like &#039;FIGHT!&#039; or &#039;dynamite planted&#039;) and immediately hit pause. When the event occurs in ETTV, hit play again. This can be easier if you view ETTV in windowed mode, also if you make a mistake and pause WinAmp for too long, reconnect to the shoutcast URL.&lt;br /&gt;
&lt;br /&gt;
== Replaying ETTV demos on a local Windows server ==&lt;br /&gt;
&lt;br /&gt;
If you have ETTV Demo files (*.tv84), you can watch them locally on your windows machine. in order to do so, you will need a ETTV-Server. Download the latest version (currently: http://bani.anime.net/banimod/forums/viewtopic.php?t=6529) and proceed with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Extract all files except &amp;lt;i&amp;gt;tvgame.mp.i386.(so|dll)&amp;lt;/i&amp;gt; into your &amp;quot;Wolfenstein - Enemy Territory&amp;quot; root directory (&amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; etmain). &lt;br /&gt;
* The &amp;lt;i&amp;gt;tvgame.mp.i386.(so|dll)&amp;lt;/i&amp;gt; file goes into the etpro directory.&lt;br /&gt;
* Put the *.tv_84 files in your &amp;lt;i&amp;gt;etpro\demos&amp;lt;/i&amp;gt; directory  &lt;br /&gt;
* Create a shortcut to ETTV.exe (Right click in explorer windows, &amp;quot;new...&amp;quot; -&amp;gt; &amp;quot;Shortcut&amp;quot;). &lt;br /&gt;
* Change the program call in the shortcut (Right click, &amp;quot;Properties&amp;quot;) to: &#039;&amp;lt;i&amp;gt;&amp;quot;path&amp;lt;/i&amp;gt;\ettv.exe&amp;quot; +set fs_game etpro +set ettv_autoplay 1 +demo demo0000&#039;&lt;br /&gt;
&lt;br /&gt;
When you double click on the shortcut, ETTV should come up displaying a console and starting the playback. Note that the demo files are required to be named like &amp;lt;i&amp;gt;demo0000.tv_84, demo0001.tv_84, etc.&amp;lt;/i&amp;gt; in order to work like this. The server will autoplay all demos in successive order. You can now start your ET and connect to your local server (choose &amp;quot;Internet Play&amp;quot;, then &amp;quot;connect to IP&amp;quot; &amp;lt;i&amp;gt;127.0.0.1&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Known Issues ====&lt;br /&gt;
&lt;br /&gt;
You have to install the complete etpro package for servers - the pk3 file that clients have is not enough.&lt;br /&gt;
&lt;br /&gt;
I have discovered client error &amp;quot;MAX_GAMESTATE_CHARS&amp;quot; on several demos: The ETTV seems to run fine but local clients get kicked for that reason. I have not yet found why this happens, nor a solution. Any hints on that would be helpful.&lt;br /&gt;
&lt;br /&gt;
This short How-To was written on request for gamestv.org, they are hereby permitted to use this text on their own site.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.gamestv.org/ GamesTV.org] is an ETTV listings site.&lt;br /&gt;
* [http://www.radioitg.com/schedule.php Radio iTG&#039;s schedule] is a source of shoutcasts.&lt;br /&gt;
* [http://www.gamestah.com/ Gamestah] is a source of Australian shoutcasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETTV]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETTV:Viewer%27s_Guide&amp;diff=2495</id>
		<title>ETTV:Viewer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETTV:Viewer%27s_Guide&amp;diff=2495"/>
		<updated>2006-08-31T10:43:53Z</updated>

		<summary type="html">&lt;p&gt;Fusen: changed ettv download link to forums instead of 3rd party website&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ETTV Viewer&#039;s Guide ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
ETTV is a modification that allows anybody to spectate Enemy Territory matches without actually being on the server the teams are playing on. The purpose is so that you have have thousands of people all able to watch an exciting match live, without being able to interfere or otherwise cause problems with the match.&lt;br /&gt;
&lt;br /&gt;
The ETTV modification is supplied within the ETPro modification, you do not need any further modification unless you intend to run an [[ETTV:Server_Configuration|ETTV Server]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Watching ETTV ===&lt;br /&gt;
Simply connect to an ETTV server like any other Enemy Territory server. Once you are connected it will look and feel very much like you are in spectator mode on any normal server.&lt;br /&gt;
&lt;br /&gt;
There are some issues which occur frequently enough to make it worth noting here, however. &lt;br /&gt;
&lt;br /&gt;
* ETTV servers frequently do not allow clients (that&#039;s you/your game) to auto-download any missing files. You should try to ensure you &#039;&#039;&#039;have the correct patch, modification and custom map versions before you join&#039;&#039;&#039;. This is usually, but not necessarily the latest official version. If you do not have the correct versions you may be unable to join, or disconnected at some point during viewing.&lt;br /&gt;
&lt;br /&gt;
*  &#039;&#039;&#039;Do not be concerned about interfering with the match&#039;&#039;&#039;, you cant. The ETTV server you join is essentially playing a live demo of the match which is actually being played on another server. You can spectate freely and talk crap with the other viewers on the same ETTV server, thats it. Chat from ETTV viewers is distinguished from chat in the match by the red &amp;quot;ETTV&amp;quot; preceding it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Connecting via IP address&#039;&#039;&#039; (command-line or console) is identical to any other Enemy Territory server. If you&#039;ve been given the IP address of an ETTV server and are wondering what to do with it, open the console (usually by pressing the key under ESCape, often the ~ or ` key) and use the following command (including the forwardslash) -  &amp;lt;tt&amp;gt;/connect ip.add.ress:port&amp;lt;/tt&amp;gt;&lt;br /&gt;
:(for example: &amp;lt;tt&amp;gt;/connect 62.75.178.112:27962&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Controls ===&lt;br /&gt;
* cycle between everybody on the server (who shows up on the scoresheet)&lt;br /&gt;
:fire &amp;lt;tt&amp;gt;&amp;lt;Left Mouse button&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* cycle following only objective carriers&lt;br /&gt;
:Prone + (fire / altweapon) &amp;lt;tt&amp;gt;&amp;lt;X + LeftMouse&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* cycle following only spectators / shoutcasters&lt;br /&gt;
:Zoom + (fire / altweapon) &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;B + LeftMouse&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Jump directly to following a player in view&lt;br /&gt;
: Press activate while pointing crosshair at player&lt;br /&gt;
* return to free floating mode.&lt;br /&gt;
: Press jump or activate &amp;lt;tt&amp;gt;&amp;lt;Spacebar&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Generally Useful Tips ===&lt;br /&gt;
*  Chats from other ETTV spectators can be hidden with the console command &amp;lt;tt&amp;gt;/tvchat off&amp;lt;/tt&amp;gt;, and re-enabled with &amp;lt;tt&amp;gt;/tvchat on&amp;lt;/tt&amp;gt;. All chat done on ETTV won&#039;t be seen on the game server (luckily). If certain chatters start to irritate you, you can easily ignore specific people with the &amp;lt;tt&amp;gt;/ignore&amp;lt;/tt&amp;gt; command and can use the &amp;lt;tt&amp;gt;/unignore&amp;lt;/tt&amp;gt; command to show their chat messages again.&lt;br /&gt;
&lt;br /&gt;
*  To spectate a specific player through their eyes, open console and put in the command &amp;lt;tt&amp;gt;/players&amp;lt;/tt&amp;gt;, and notice the player number. Now just &amp;lt;tt&amp;gt;/follow x&amp;lt;/tt&amp;gt;. If you&#039;re new to Enemy Territory, you might find it most entertaining to follow a shoutcaster, if there is one.&lt;br /&gt;
&lt;br /&gt;
*  Viewing ETTV in a window can be convenient while you find other IP&#039;s, talk in IRC, or access WinAmp, for example. To do this, you can go to the options screen and set a resolution which is smaller than your desktop screen resolution, and then select windowed mode.  Alternatively, enter &amp;lt;tt&amp;gt;/r_mode 3&amp;lt;/tt&amp;gt; into console, and then hit ALT+Enter. &lt;br /&gt;
&lt;br /&gt;
* Normal cvar restrictions dont apply when viewing demos, nor do they (usually) when viewing ETTV. This is OK because you&#039;re not playing against anyone. Several leagues remove the foliage (all the grassy stuff) on Radar because it hurts performance and, some say, isnt good for competitive gaming. As an ETTV viewer you can remove it via console: &amp;lt;tt&amp;gt;/r_drawfoliage 0&amp;lt;/tt&amp;gt;. To further incrase performance you can remove wolffog (an effect which &amp;quot;adds&amp;quot; fog to the map, sometimes restricting the viewing distance [e.g. Railgun]) by setting &amp;lt;tt&amp;gt;r_wolffog 0&amp;lt;/tt&amp;gt;. You might want to ensure that is reset to 1 before you join a normal gameserver however.&lt;br /&gt;
&lt;br /&gt;
* ETTV is generally not live; normally a few minute long delay is added so competing teams cannot have another member watching and sending participants advantagous information.&lt;br /&gt;
&lt;br /&gt;
== Shoutcasts ==&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Shoutcast shoutcast] is essentially a match commentary, broadcast over something akin to internet radio. The shoutcaster is usually someone heavily involved with the ET community and listening to the shoutcast greatly enhances the entertainment value of ETTV.&lt;br /&gt;
&lt;br /&gt;
A shoutcast is completely seperate from ETTV however, to listen to a shoutcast you will need to open the URL with a suitable program - [http://winamp.com/ WinAmp] being one of many such programs. The shoutcast URL is often available at the same place you found the ETTV details for the match you want to watch.&lt;br /&gt;
&lt;br /&gt;
Like ETTV, shoutcasts are usually not totally live - normally a few minutes delay is added so competing teams cannot have another member watching or listening in and sending participants advantagous information. Typically ETTV has a longer delay than the shoutcast does, so the result is ETTV and shoutcast are out of sync.&lt;br /&gt;
&lt;br /&gt;
Fortunately it isnt the other way around, because you can pause WinAmp to syncronise the two. Simply listen for some event in the shoutcast (often shoutcaster will read out the time on the clock for this purpose, or you can listen for event&#039;s like &#039;FIGHT!&#039; or &#039;dynamite planted&#039;) and immediately hit pause. When the event occurs in ETTV, hit play again. This can be easier if you view ETTV in windowed mode, also if you make a mistake and pause WinAmp for too long, reconnect to the shoutcast URL.&lt;br /&gt;
&lt;br /&gt;
== Replaying ETTV demos on a local Windows server ==&lt;br /&gt;
&lt;br /&gt;
If you have ETTV Demo files (*.tv84), you can watch them locally on your windows machine. in order to do so, you will need a ETTV-Server. Download the latest version (currently: http://bani.anime.net/banimod/forums/viewtopic.php?t=6529) and proceed with the following steps:&lt;br /&gt;
&lt;br /&gt;
* Extract all files except &amp;lt;i&amp;gt;tvgame.mp.i386.so&amp;lt;/i&amp;gt; into your &amp;quot;Wolfenstein - Enemy Territory&amp;quot; root directory (&amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; etmain). &lt;br /&gt;
* The &amp;lt;i&amp;gt;tvgame.mp.i386.so&amp;lt;/i&amp;gt; file goes into the etpro directory.&lt;br /&gt;
* Put the *.tv_84 files in your &amp;lt;i&amp;gt;etpro\demos&amp;lt;/i&amp;gt; directory  &lt;br /&gt;
* Create a shortcut to ETTV.exe (Right click in explorer windows, &amp;quot;new...&amp;quot; -&amp;gt; &amp;quot;Shortcut&amp;quot;). &lt;br /&gt;
* Change the program call in the shortcut (Right click, &amp;quot;Properties&amp;quot;) to: &#039;&amp;lt;i&amp;gt;&amp;quot;path&amp;lt;/i&amp;gt;\ettv.exe&amp;quot; +set fs_game etpro +set ettv_autoplay 1 +demo demo0000&#039;&lt;br /&gt;
&lt;br /&gt;
When you double click on the shortcut, ETTV should come up displaying a console and starting the playback. Note that the demo files are required to be named like &amp;lt;i&amp;gt;demo0000.tv_84, demo0001.tv_84, etc.&amp;lt;/i&amp;gt; in order to work like this. The server will autoplay all demos in successive order. You can now start your ET and connect to your local server (choose &amp;quot;Internet Play&amp;quot;, then &amp;quot;connect to IP&amp;quot; &amp;lt;i&amp;gt;127.0.0.1&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Known Issues ====&lt;br /&gt;
&lt;br /&gt;
You have to install the complete etpro package for servers - the pk3 file that clients have is not enough.&lt;br /&gt;
&lt;br /&gt;
I have discovered client error &amp;quot;MAX_GAMESTATE_CHARS&amp;quot; on several demos: The ETTV seems to run fine but local clients get kicked for that reason. I have not yet found why this happens, nor a solution. Any hints on that would be helpful.&lt;br /&gt;
&lt;br /&gt;
This short How-To was written on request for gamestv.org, they are hereby permitted to use this text on their own site.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.gamestv.org/ GamesTV.org] is an ETTV listings site.&lt;br /&gt;
* [http://www.radioitg.com/schedule.php Radio iTG&#039;s schedule] is a source of shoutcasts.&lt;br /&gt;
* [http://www.gamestah.com/ Gamestah] is a source of Australian shoutcasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETTV]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETTV:Server_Configuration&amp;diff=2387</id>
		<title>ETTV:Server Configuration</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETTV:Server_Configuration&amp;diff=2387"/>
		<updated>2006-07-16T15:28:25Z</updated>

		<summary type="html">&lt;p&gt;Fusen: updated to explain the file extensions for windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dot_graph&amp;gt;&lt;br /&gt;
digraph ettv {&lt;br /&gt;
master -&amp;gt; slave1&lt;br /&gt;
master -&amp;gt; slave2&lt;br /&gt;
slave1 -&amp;gt; &amp;quot;client1..&amp;quot;&lt;br /&gt;
slave1 -&amp;gt; &amp;quot;..client50&amp;quot;&lt;br /&gt;
slave2 -&amp;gt; &amp;quot;client51..&amp;quot;&lt;br /&gt;
slave2 -&amp;gt; &amp;quot;..client100&amp;quot;&lt;br /&gt;
slave1 -&amp;gt; &amp;quot;chained_slave1&amp;quot;&lt;br /&gt;
chained_slave1 -&amp;gt; &amp;quot;client101&amp;quot;&lt;br /&gt;
chained_slave1 -&amp;gt; &amp;quot;...client150&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dot_graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Installation - &amp;quot;Master&amp;quot; (gameserver)==&lt;br /&gt;
&lt;br /&gt;
Copy ettv.(x86|exe) to the same directory your etded.(x86|exe) is located.&lt;br /&gt;
Start your gameserver as normal, but run ettv.(x86|exe) instead of etded.(x86|exe).&lt;br /&gt;
&lt;br /&gt;
===Set some cvars===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_sv_maxslaves&#039;&#039;&#039; (default 0, no slave connections allowed)&lt;br /&gt;
:Number of ettv slaves allowed to connect.&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; Slave slots are always reserved, like private slots.&lt;br /&gt;
&#039;&#039;&#039;ettv_password&#039;&#039;&#039; (default &amp;quot;&amp;quot;, no slave connections allowed) &lt;br /&gt;
:Password for ettv slaves.&lt;br /&gt;
:Must be set, or no slaves will be able to connect!&lt;br /&gt;
&#039;&#039;&#039;b_ettv_flags&#039;&#039;&#039; (default 3)&lt;br /&gt;
:1 = prevent slaves from being callvote kicked&lt;br /&gt;
:2 = grant shoutcaster status to slaves&lt;br /&gt;
:values can be added together, eg 3 for both features.&lt;br /&gt;
&lt;br /&gt;
===Playing on the master===&lt;br /&gt;
Players may now connect to your gameserver as normal.&lt;br /&gt;
&lt;br /&gt;
==Installation - &amp;quot;Slave&amp;quot; (broadcast server)==&lt;br /&gt;
&lt;br /&gt;
Copy ettv.(x86|exe) to the same directory your etded.x86 is located.&lt;br /&gt;
Copy tvgame.mp.i386.(so|dll) to the same directory as your etpro/qagame.mp.i386.(so|dll) is located.&lt;br /&gt;
&lt;br /&gt;
===Set some cvars===&lt;br /&gt;
&#039;&#039;&#039;sv_maxclients&#039;&#039;&#039;&lt;br /&gt;
:Number of spectator clients to allow. This number is only limited by available cpu and memory.&lt;br /&gt;
:Some guidelines when provisioning a broadcast server:&lt;br /&gt;
:*100 spectator slots will require ~ 128mb ram. Use com_hunkmegs to set this.&lt;br /&gt;
:*100 spectator slots will require ~ 768kbyte/sec (6mbits), roughly 6kbyte/sec per client&lt;br /&gt;
:*100 spectator slots will take ~ 80% cpu of a Xeon 2.2ghz&lt;br /&gt;
:*Each slave will require ~20-40kbyte/sec from the master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_clientname&#039;&#039;&#039; (default &amp;quot;ETTV&amp;quot;)&lt;br /&gt;
:Playername the slave will use when connecting to the master, eg &amp;quot;ETTV-xyz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_delay&#039;&#039;&#039; (default 0, disabled)&lt;br /&gt;
:number of seconds for slave to delay the master feed. Recording/playback chains should no longer be needed, and slaves should always maintain an exact delay from the master server. &lt;br /&gt;
:&#039;&#039;note&#039;&#039;: this should ONLY be set on the slave.&lt;br /&gt;
:&#039;&#039;note&#039;&#039;: only supported in ettv beta8 and later&lt;br /&gt;
&lt;br /&gt;
===Chat passwords===&lt;br /&gt;
In order to curb the rampant abuse of ettv chat, admins may set &amp;quot;chat passwords&amp;quot; on their servers. If enabled, viewers are not allowed to chat unless they have a password. You can define as many passwords as you like, so you can easily track down individual abusers and limit the damage of stolen passwords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_chatpasswords&#039;&#039;&#039; (default 0, disabled)&lt;br /&gt;
:number of chat passwords defined.&lt;br /&gt;
&#039;&#039;&#039;ettv_chatpassword&#039;&#039;&#039;(1-99999)&lt;br /&gt;
:individual chat passwords.&lt;br /&gt;
&lt;br /&gt;
viewers use &amp;lt;tt&amp;gt;/chatpassword &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;lt;password&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; to login.&lt;br /&gt;
&lt;br /&gt;
if logged in, ettv chats will be tagged with a number in parentheses identifying which chat password the viewer is using. &lt;br /&gt;
===Misc commands for viewers===&lt;br /&gt;
;For ettv beta 4 and above&lt;br /&gt;
* spectators may &amp;lt;tt&amp;gt;/ignore&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/unignore&amp;lt;/tt&amp;gt; other spectators&lt;br /&gt;
* &amp;lt;i&amp;gt;semiadmin&amp;lt;/i&amp;gt; functionality now works for slaves&lt;br /&gt;
* rcon may now mute/unmute specs &lt;br /&gt;
&lt;br /&gt;
===Connect the slave===&lt;br /&gt;
Now start your slave server by running ettv.(x86|exe)&lt;br /&gt;
&lt;br /&gt;
Tell the slave server to connect up to the master server:&lt;br /&gt;
:&amp;lt;tt&amp;gt;tv connect master.ip.address:port &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;ettv_password&amp;lt;/b&amp;gt;(required)&amp;lt;/i&amp;gt; &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;g_password&amp;lt;/b&amp;gt;(if the master has a g_password set)&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have configured everything correctly, the slave should connect to the master.&lt;br /&gt;
Clients should now be able to connect to the slave and spectate the game in progress.&lt;br /&gt;
&lt;br /&gt;
This is a &amp;quot;live broadcast&amp;quot; with no delay.&lt;br /&gt;
&lt;br /&gt;
===Disconnect the slave===&lt;br /&gt;
To tell the slave to disconnect from the master:&lt;br /&gt;
:&amp;lt;tt&amp;gt;tv disconnect&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Slave Chaining===&lt;br /&gt;
&lt;br /&gt;
==== What is chaining and why chain slaves? ====&lt;br /&gt;
&lt;br /&gt;
ETTV allows chaining slaves together. This very neat feature lets you connect one ETTV slave to another ETTV slave that is broadcasting a match instead of directly to the game server hosting the match. Apart from the &amp;quot;w00t this is very cool&amp;quot; factor, why is this feature so important for admins? Basicly, working in a chained model allows to broadcast a match to a large number of spectators without too much hastle and too many risks for the master server.&lt;br /&gt;
&lt;br /&gt;
Chaining was developped for a simple reason: if you take into account that one ETTV slave connects at an &#039;&#039;&#039;unlimited&#039;&#039;&#039; rate to a master, you really don&#039;t want to connect 15 or 20 slaves to a game server to broadcast let&#039;s say the &#039;&#039;Atlantic Battle&#039;&#039;. Chances are you will bring down the master game server and thus the game. Chaining slaves firmly alleviates the load on the master game server. 2 or 4 of these &#039;&#039;Hubs&#039;&#039; can do the job of delaying the signal and feeding it to other slaves.&lt;br /&gt;
&lt;br /&gt;
Other benefits might include better network performance. If you can choose to either connect your slave to the game server where your connection is not optimal or to a nearby slave who is on a better connection to the master, it might help the quality of your broadcast. Plus you don&#039;t need to record anything when connecting to a delayed slave.&lt;br /&gt;
&lt;br /&gt;
==== Setting up your slave to allow connections from other slaves ====&lt;br /&gt;
&lt;br /&gt;
This part is actually pretty easy. You need to set up your slave as if you were setting up a master game server. This means that, next to the normal slave parameters, you have to set up the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;b_ettv_flags&#039;&#039;&#039;: set this to at least 1&lt;br /&gt;
* &#039;&#039;&#039;ettv_sv_maxslaves&#039;&#039;&#039;: set this to at least 1. Depending on how powerful your machine is you can set this number higher. Don&#039;t set it too high though, a slave still connects at an unlimited rate&lt;br /&gt;
* &#039;&#039;&#039;ettv_password&#039;&#039;&#039;: set to something else than &amp;quot;&amp;quot;. This password is needed by the slaves connecting to your slave (together with g_password of course)&lt;br /&gt;
&lt;br /&gt;
Other settings such as ettv_netblast, ettv_tv_iptos etc... can be set as well. You can even use autorecord if you wish, or just add an extra delay.&lt;br /&gt;
&lt;br /&gt;
==== Pitfalls ====&lt;br /&gt;
&lt;br /&gt;
There are however a few risks associated with slave chaining. One of the biggest issues is &#039;&#039;&#039;PK3 dependancies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As you know, a slave needs to have at least all the PK3s of the server it connects too. But a slave can have more PK3s installed, as long as it has the ones on the server&#039;s pure list. This is what complicates things! The further you go down the &amp;quot;chain&amp;quot;, the more the chances exist of PK3 pollution, which makes the job of the last slave very hard. And the viewers connecting to that slave will not be very happy either.&lt;br /&gt;
&lt;br /&gt;
So for those of you venturing into chaining slaves here&#039;s a rule of thumb: &#039;&#039;&#039;always keep the installed PK3s to the bare minimum&#039;&#039;&#039;! Do not add stuff you do not need. If you want to know what PK3s you need and not need, connect your slave to the master or the hub, see which PK3s are on the pure list and rename or remove the PK3s that are not on the list. You will make your viewers and other admins connecting to your slave very happy.&lt;br /&gt;
&lt;br /&gt;
Another risk could be &#039;&#039;&#039;chained lag&#039;&#039;&#039;. If one of the slaves that is higher in the chain starts lagging, the consequenses for the slaves depending on it will be seen immedeatily. So if you offer to be one of the higher slaves in the chain, make sure your machine can handle it! An ETTV chain is much like the food chain ;-).&lt;br /&gt;
&lt;br /&gt;
==== Admin contributions ====&lt;br /&gt;
&lt;br /&gt;
If by now you feel like getting your hands dirty in ETTV chaining madness and you want to see some example of hubs, slaves, broadcasters and scripts to get it all working, you can already start by checking out [[User:Deej|deej&#039;s page]].&lt;br /&gt;
&lt;br /&gt;
==ETTV Demos==&lt;br /&gt;
ETTV can record and playback &#039;&#039;&#039;ETTV demos&#039;&#039;&#039;. ETTV demos have the extension .tv_84 (or .tv_83 for older versions) and are completely different from the .dm_84 demos recorded on clients. &lt;br /&gt;
&lt;br /&gt;
You may record the match in progress to a file, with the command:&lt;br /&gt;
:&amp;lt;tt&amp;gt;record &amp;lt;&#039;&#039;&#039;demo name&#039;&#039;&#039;&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
If you omit the demo name, ettv will start recording using a filename of demoXXXX where XXXX is the first available number starting from 0000.&lt;br /&gt;
&lt;br /&gt;
Demos will stop recording when a map changes.&lt;br /&gt;
&lt;br /&gt;
To stop recording a demo:&lt;br /&gt;
:&amp;lt;tt&amp;gt;stoprecord&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To play back a recorded demo:&lt;br /&gt;
:&amp;lt;tt&amp;gt;demo &amp;lt;&#039;&#039;&#039;demo name&#039;&#039;&#039;&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To check the status of an ettv slave:&lt;br /&gt;
:&amp;lt;tt&amp;gt;tv status&amp;lt;/tt&amp;gt;&lt;br /&gt;
This will tell you if the slave is connected to a master, or if it is currently playing back a demo.&lt;br /&gt;
&lt;br /&gt;
To fastforward a demo:&lt;br /&gt;
:&amp;lt;tt&amp;gt;ff &amp;lt;i&amp;gt;&amp;lt;seconds&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
Eg &amp;lt;tt&amp;gt;ff 30&amp;lt;/tt&amp;gt; will fast foward 30 seconds. Fast forward stops at map restarts, so you can safely ff 999 to fast forward through a warmup. &lt;br /&gt;
:&#039;&#039;note&#039;&#039;: requires ettv beta 7 or later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Autorecording demos===&lt;br /&gt;
ettv is able to automatically continuously record demos, creating new demofiles when the map changes. To do this, set the cvar ettv_autorecord to 1. ettv will start recording demos with the name demoXXXX where XXXX is a number starting at 0000 and incrementing on each map change.&lt;br /&gt;
&lt;br /&gt;
Server admins may find it useful to use the demo recording feature of ettv to record matches, instead of requiring individual players to record them. An ettv demo records everything that happens on a server, including all player viewpoints.&lt;br /&gt;
&lt;br /&gt;
===How to create demo based delayed feeds===&lt;br /&gt;
Autorecording demos is the first half of the process for delayed feeds. Typically you would run a passworded slave server with the smallest number of sv_maxclients possible. No spectators should connect to this server. The only purpose of this slave is to connect up to the master and record the match to sequentially numbered demofiles.&lt;br /&gt;
&lt;br /&gt;
Now start up a slave, and tell it to broadcast the demo being recorded.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;demo demo0000&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wait approx. 60 seconds after the master begins recording before issuing this command to your slaves, then you have a 60 second delay on your broadcast.&lt;br /&gt;
&lt;br /&gt;
If you want slaves to automatically switch to the next demo when the end of the demo is reached (eg on a map change), you would set the cvar ettv_autoplay to 1. If a slave is playing demo0000 and it reaches the end, it will then try to play demo0001 and so on.&lt;br /&gt;
&lt;br /&gt;
Disadvantage of this method: It is not automated in ettv itself, though admins can script it.&lt;br /&gt;
Advantage of this method: You may run multiple broadcast servers from the same single demo stream.&lt;br /&gt;
&lt;br /&gt;
Automated delayed feeds are supported in ettv beta 8. See the above.&lt;br /&gt;
&lt;br /&gt;
===Playing back previously recorded ETTV demos===&lt;br /&gt;
This is essentially the same as delayed feeds above.&lt;br /&gt;
* Configure your server as described in [[ETTV:Server_Configuration#Installation_-_.22Slave.22_.28broadcast_server.29|Slave Installation]] section&lt;br /&gt;
* Obtain the &amp;lt;tt&amp;gt;.tv_*&amp;lt;/tt&amp;gt; demos and place them in &amp;lt;tt&amp;gt;&#039;&#039;fs_game&#039;&#039;/demos&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Start the ettv executable with pb disabled&lt;br /&gt;
* &amp;lt;tt&amp;gt;set ettv_autoplay 1&amp;lt;/tt&amp;gt; if you want to play back sequential demos named &amp;lt;tt&amp;gt;demo0000.tv_84&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;demo0001.tv_84&amp;lt;/tt&amp;gt; etc.&lt;br /&gt;
* &amp;lt;tt&amp;gt;demo &#039;&#039;&#039;&amp;lt;yourdemoname&amp;gt;&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
* connect a client and enjoy the show!&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
&lt;br /&gt;
* The slave server must be running the same fs_game setting as the master server.&lt;br /&gt;
* The slave server must have a copy of every map pk3 the master server is using.&lt;br /&gt;
* If the master server loads a map the slave server doesn&#039;t have, the slave will get stuck.&lt;br /&gt;
* Spectators will be forced to download any custom pk3 you are using.&lt;br /&gt;
* It is a good idea to keep the master server pk3 list to a minimum.&lt;br /&gt;
* If you are using the autorecord/autoplay feature for running delayed feeds, you will usually want to make sure you clear out the demos directory first. Autorecording will start numbering demofiles using the first available number, so if you have old recorded demos then ettv might start recording from eg demo0017. If your scripts expect to start playback from demo0000 then you might end up broadcasting a game recorded at some earlier date...&lt;br /&gt;
* If the broadcaster constantly reloads on round starts etc, it&#039;s probably a problem with too many pk3s on the ettv servers.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Slaves may send chats to the master with the command msay&lt;br /&gt;
* Slaves may list players on the master with the command players&lt;br /&gt;
&lt;br /&gt;
==Performance tuning==&lt;br /&gt;
&lt;br /&gt;
Spectator servers with large numbers of clients (eg &amp;gt;100) will push the OS very hard with huge amounts of UDP traffic. The default OS buffer settings for Linux are inadequate and can hurt performance, causing lag and/or disconnects.&lt;br /&gt;
&lt;br /&gt;
If you get messages like&lt;br /&gt;
:&amp;lt;tt&amp;gt;NET_SendPacket ERROR: No buffer space available to 192.168.120.142:27960&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you definitely need to increase your kernel network buffers.&lt;br /&gt;
&lt;br /&gt;
Large spectator servers should increase the kernel buffers.&lt;br /&gt;
&lt;br /&gt;
The following commands should be issued as root on linux:&lt;br /&gt;
:&amp;lt;tt&amp;gt;echo &amp;quot;524288&amp;quot; &amp;gt; /proc/sys/net/core/rmem_max&amp;lt;/tt&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;echo &amp;quot;524288&amp;quot; &amp;gt; /proc/sys/net/core/wmem_max&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FreeBSD can try this:&lt;br /&gt;
:&amp;lt;tt&amp;gt;sysctl -w net.inet.udp.recvspace=65535&amp;lt;/tt&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;sysctl -w net.inet.udp.maxdgram=57344&amp;lt;/tt&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;sysctl -w kern.ipc.maxsockbuf=8388608&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Network tuning cvars===&lt;br /&gt;
;The following are only available in ettv beta 7 and later.&lt;br /&gt;
By default, et uses small packets of 1400 bytes or less to send to clients. If messages need to be larger, they are &#039;fragmented&#039; and sent over several server frames. ettv slave messages tend to be large and often fragment. ettv normally tries to send slaves all fragments at once to avoid jittery playback, but some networks / OSes handle this badly. ettv beta 7 introduces new controls so admins can optimize ettv for their individual network.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_netblast&#039;&#039;&#039; (default 1)&lt;br /&gt;
:by default, ettv tries to send all fragments at once. some networks may handle this badly. setting this to 0 disables. warning: setting this to 0 without increasing ettv_mtu will result in severely laggy slave playback.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_mtu&#039;&#039;&#039; (default 1400)&lt;br /&gt;
:; master only&lt;br /&gt;
:if your network / os supports it, you can set this to large values (eg 16000) to prevent message fragmentation and provide smoother ettv links. this cvar has no effect on normal ET clients. &lt;br /&gt;
:&#039;&#039;note&#039;&#039;: ettv_mtu must currently be set from commandline, it cannot be changed on the fly (yet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_tv_iptos&#039;&#039;&#039; (default 0)&lt;br /&gt;
:you can set the ip type of service field of ettv link packets. if your network/ISP supports it, you can use a value like 16 (&amp;quot;minimize delay&amp;quot;) to prioritize ettv link packets over others on the network.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ettv_sv_iptos&#039;&#039;&#039; (default 0)&lt;br /&gt;
:same as ettv_tv_iptos, but affects packets for normal ET clients.&lt;br /&gt;
&lt;br /&gt;
===Article Reference===&lt;br /&gt;
(x86|exe) refers to the file extension of the ettv file, for linux use .x86 and for windows use .exe&lt;br /&gt;
(so|.dll) refers to the file extension of the slave file, for linux use .so and for windows use .dll&lt;br /&gt;
&lt;br /&gt;
[[Category:ETTV]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Current_events&amp;diff=2025</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Current_events&amp;diff=2025"/>
		<updated>2006-01-02T21:45:16Z</updated>

		<summary type="html">&lt;p&gt;Fusen: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Phase I: Fill the wiki&lt;br /&gt;
&lt;br /&gt;
Phase II: Finish coding ETPro&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Current_events&amp;diff=2024</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Current_events&amp;diff=2024"/>
		<updated>2006-01-02T21:45:00Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Phase I: Fill the wiki&lt;br /&gt;
Phase II: Finish coding ETPro&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=EDV&amp;diff=2023</id>
		<title>EDV</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=EDV&amp;diff=2023"/>
		<updated>2006-01-02T21:43:15Z</updated>

		<summary type="html">&lt;p&gt;Fusen: Added as the rough data, a new layout wouldn&amp;#039;t go amiss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EDV stands for Extended Demo Viewer it&#039;s a tool which gives you camera-moving possibilities. The most important options are the freecam and the weaponcam.&lt;br /&gt;
&lt;br /&gt;
The freecam gives you the ability to watch a demo as a spectator, in other words you can freely fly around the map using your ingame movement&lt;br /&gt;
keys. type &#039;&#039;/freecam&#039;&#039; in the console to enable it. If you want fly through walls, you can use the well known &amp;quot;noclip&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you move&lt;br /&gt;
out of the pvs of the demo (the pvs of the player who recorded the demo), you won&#039;t see anything at all. Sometimes it&#039;s hard to find your way&lt;br /&gt;
back to the pvs, if you set the cvar b_demo_pvshint to 1, a line will be drawn from the camera origin to the demo-recorder&#039;s origin, in addition of noclip you will easily find your way back to the pvs. If &#039;&#039;b_predefineddemokeys&#039;&#039; is set to 1 you will be able to use the&lt;br /&gt;
hardcoded keys from the demohelpmenu, KP_ENTER is the key to toggle freecam, but I recommend that you set &#039;&#039;b_predefineddemokeys&#039;&#039; to 0 because in this doc the cvars/cmd&#039;s will be explained.&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;freecamgetpos&amp;quot; you can retrieve the position of the camera, and with freecamsetpos you can set it. When you set &#039;&#039;b_demo_lookat&#039;&#039; to a clientNum (default value is -1 = turned off) the camera will always look at&lt;br /&gt;
that player, you can reveal the clientNums with b_demo_nametag +4, nametags are actually floating playernames, +1 draws nametags from players who are in your pvs, +2 from every player, +4 adds the clientnumber to the nametag, +8 adds the class (letter) to the nametag , the same option exists&lt;br /&gt;
for dynamites: &#039;&#039;b_demo_dynamitecounter&#039;&#039; which draws a floating timer for every dynamite in your current fov.&lt;br /&gt;
If you want turn the camera with some keys, use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+freecam_turnup&lt;br /&gt;
+freecam_turndown&lt;br /&gt;
+freecam_turnleft&lt;br /&gt;
+freecam_turnright&lt;br /&gt;
+freecam_rollleft&lt;br /&gt;
+freecam_rollright&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
the cvars &#039;&#039;&#039;b_demo_yawturnspeed b_demo_pitchturnspeed b_demo_rollspeed&#039;&#039;&#039;, will control the speed of these commands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_demo_playersprites&#039;&#039; turns of player sprites in demoplay (the docs icon, the ! mark, ...)&lt;br /&gt;
&lt;br /&gt;
The weaponcam attaches the camera to a missile (grenade, panzer, dynamite)&lt;br /&gt;
&lt;br /&gt;
set:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_demo_grenadecam +1 to follow grenades&lt;br /&gt;
b_demo_grenadecam +2 to follow airstrike/smokegrenade cannisters&lt;br /&gt;
b_demo_mortarcam 1 to follow mortars&lt;br /&gt;
b_demo_panzercam 1 to follow panzers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
b_demo_teamonlymissilecam 1 if you only want to see the missiles of your teammates&lt;br /&gt;
&lt;br /&gt;
next cvars control the distance from the camera to the missile:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
b_demo_followxDistance&lt;br /&gt;
b_demo_followyDistance&lt;br /&gt;
b_demo_followzDistance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;b_demo_nopitch&#039;&#039; toggles the camera pitching when attached to a missile&lt;br /&gt;
&lt;br /&gt;
if you want a good config, read this thread: http://bani.anime.net/banimod/forums/viewtopic.php?t=3207&lt;br /&gt;
&lt;br /&gt;
auto change timescale to b_demo_autotimescale in weaponcam if the weapon is set in b_demo_autotimescaleweapons (bitflag)&lt;br /&gt;
* 1 = panzer&lt;br /&gt;
* 2 = grenade&lt;br /&gt;
* 4 = dynamite&lt;br /&gt;
* 8 = mortar&lt;br /&gt;
* 16 = smoke&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Shoutcasting&amp;diff=1973</id>
		<title>Shoutcasting</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Shoutcasting&amp;diff=1973"/>
		<updated>2005-12-19T03:09:04Z</updated>

		<summary type="html">&lt;p&gt;Fusen: Needs a major redesign, only added as a placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;admins can enable shoutcasting on their server by setting a shoutcastpassword in the cvar &#039;&#039;b_shoutcastpassword&#039;&#039; , to disable shoutcasting, add an empty string&lt;br /&gt;
&lt;br /&gt;
shoutcasters can login with &#039;&#039;sclogin&#039;&#039; &amp;lt;pass&amp;gt; or &#039;&#039;shoutcastlogin&#039;&#039; &amp;lt;pass&amp;gt;, logout with sclogout or shoutcastlogout&lt;br /&gt;
&lt;br /&gt;
referee&#039;s can make players a shoutcaster:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;makeshoutcaster&#039;&#039; &amp;lt;clientid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;removeshoutcaster&#039;&#039; &amp;lt;clientid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
with rcon you can use:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;makeshoutcaster&#039;&#039;&#039;&#039;&#039;|&#039;&#039;&#039;&#039;&#039;makeshoutcast&#039;&#039;&#039;&#039;&#039;|&#039;&#039;&#039;&#039;&#039;makesc&#039;&#039; &amp;lt;clientid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;removeshoutcaster&#039;&#039;&#039;&#039;&#039;|&#039;&#039;&#039;&#039;&#039;removeshoutcast&#039;&#039;&#039;&#039;&#039;|&#039;&#039;&#039;&#039;&#039;removesc&#039;&#039; &amp;lt;clientid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
shoutcasters can see :&lt;br /&gt;
* floating player names&lt;br /&gt;
* dynamite counter&lt;br /&gt;
* truck/tank health&lt;br /&gt;
* all the mines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
they can&#039;t be speclocked, and in the scoreboard &amp;quot;shoutcaster&amp;quot; is written after their name&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Headshot_Mode&amp;diff=1972</id>
		<title>Headshot Mode</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Headshot_Mode&amp;diff=1972"/>
		<updated>2005-12-19T03:06:18Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A headshot mode is included in ETPro, controlled by the cvar &#039;&#039;b_headshot&#039;&#039; (which is a bitmask):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0 = disabled&lt;br /&gt;
1 = only headshots do damage&lt;br /&gt;
2 = instagib headshots : hit = kill&lt;br /&gt;
4 = only clients can be damaged, not world entities (e.g. barrels)&lt;br /&gt;
8 = you can only receive damage from other clients, you can&#039;t receive damage from the world, e.g. from an exploding barrel&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The instagib damage is controlled by the cvar &#039;&#039;b_instagibdamage&#039;&#039;, 400 is the default value.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=SendServerCommand&amp;diff=1909</id>
		<title>SendServerCommand</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=SendServerCommand&amp;diff=1909"/>
		<updated>2005-11-27T15:40:12Z</updated>

		<summary type="html">&lt;p&gt;Fusen: minors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;et.trap_SendServerCommand() is used to send a command from the server to one or more clients. The first argument is the slot number of the client the command will be sent to. If it&#039;s equal to -1, the command will be broadcast to all clients.&lt;br /&gt;
&lt;br /&gt;
The following commands can be issued with this function:&lt;br /&gt;
&lt;br /&gt;
==Prining==&lt;br /&gt;
===Print===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;print&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;print&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s console.&lt;br /&gt;
&lt;br /&gt;
===Center Print MoO=== &lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;cpm&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;cpm&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s annoucement area and console.&lt;br /&gt;
&lt;br /&gt;
===Center Print===&lt;br /&gt;
:&amp;quot;&#039;&#039;&#039;cp&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;cp&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the center of the client&#039;s screen.&lt;br /&gt;
&lt;br /&gt;
===Scores Print===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;sc&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;sc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s console and writes it to the statsdump file.&lt;br /&gt;
&lt;br /&gt;
==Chatting==&lt;br /&gt;
===Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;c&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;c&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a global chat message on behalf of the client specified by &#039;&#039;ClientNum&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Team Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;tc&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot; &#039;&#039;X-Location&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;tc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a team chat message on behalf of the client specified by &#039;&#039;ClientNum&#039;&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are optional parematers that represent the client&#039;s location,&amp;lt;br&amp;gt;&lt;br /&gt;
:if the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are left out then the message will be printed without a location.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;bc&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot; &#039;&#039;X-Location&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039;&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;bc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a fireteam chat message on behalf of the client specified by &#039;&#039;ClientNum&#039;&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are parematers that represent the client&#039;s location.&lt;br /&gt;
&lt;br /&gt;
==Voice Chat==&lt;br /&gt;
===Global Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Vsay-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; sends a global voice chat &#039;&#039;Vsay-String&#039;&#039; on behalf of the client specified by &#039;&#039;ClientNum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
===Team Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vtchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Vsay-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; sends a team voice chat &#039;&#039;Vsay-String&#039;&#039; a on behalf of client &#039;&#039;ClienNtum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; parematers the represent the clients location.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vtchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Fireteam-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; will team voice chat &#039;&#039;Vsay-String&#039;&#039; on behalf of client &#039;&#039;ClienNum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; parematers the represent the clients location.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
==Fireteam==&lt;br /&gt;
===Application===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;application&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;application&#039;&#039;&#039; shows a fireteam invation message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept ... application to join your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the applying client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your aplication has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your aplication failed&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your aplication has been approved&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your aplication reply has been sent&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
===Proposition===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;proposition&#039;&#039;&#039; &#039;&#039;Number&#039;&#039; &#039;&#039;Number2&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;proposition&#039;&#039;&#039; shows a fireteam proposition message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept ... proposition to invite ... to your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the proposed client, and &#039;&#039;Number2&#039;&#039; is the ClientNum of the proposing player.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your proposition has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your proposition was rejected&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your proposition was accepted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your proposition reply has been sent&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Number2&#039;&#039; is an optional paramater only used when &#039;&#039;Number&#039;&#039; &amp;gt; -1.&lt;br /&gt;
&lt;br /&gt;
===Invitation===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;invitation&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;invitation&#039;&#039;&#039; shows the fireteam invation message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept .. invitation to join your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the applying client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your invitation has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your invitation rejected&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your invitation was accepted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your invitation reply has been sent&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
==Others== &lt;br /&gt;
===Complaining===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;complaint&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;complaint&#039;&#039;&#039; shows the complaint vote message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; 1 - the vote shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the teamkilling player.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;complaint filed&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;complaint dismissed&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
===Spawning===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;setspawnpt&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;quot;&#039;&#039;&#039;setspawnpt&#039;&#039;&#039; sets the client game selected spawnpoint to number &#039;&#039;number&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;br /&gt;
[[Category:ETPro:Mods]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=SendServerCommand&amp;diff=1908</id>
		<title>SendServerCommand</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=SendServerCommand&amp;diff=1908"/>
		<updated>2005-11-27T15:37:32Z</updated>

		<summary type="html">&lt;p&gt;Fusen: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;et.trap_SendServerCommand() is used to send a command from the server to one or more clients. The first argument is the slot number of the client the command will be sent to. If it&#039;s equal to -1, the command will be broadcasted to all clients.&lt;br /&gt;
&lt;br /&gt;
The following commands can be issued with this function:&lt;br /&gt;
&lt;br /&gt;
==Prining==&lt;br /&gt;
===Print===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;print&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;print&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s console.&lt;br /&gt;
&lt;br /&gt;
===Center Print MoO=== &lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;cpm&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;cpm&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s annoucement area and console.&lt;br /&gt;
&lt;br /&gt;
===Center Print===&lt;br /&gt;
:&amp;quot;&#039;&#039;&#039;cp&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;cp&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the center of the client&#039;s screen.&lt;br /&gt;
&lt;br /&gt;
===Scores Print===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;sc&#039;&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\n\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;sc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; to the client&#039;s console and writes it to the statsdump file.&lt;br /&gt;
&lt;br /&gt;
==Chatting==&lt;br /&gt;
===Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;c&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;c&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a global chat message on behalf of client &#039;&#039;ClientNum&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Team Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;tc&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot; &#039;&#039;X-Location&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;tc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a team chat message on behalf of client &#039;&#039;ClientNum&#039;&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are optional parematers that represent the client&#039;s location,&amp;lt;br&amp;gt;&lt;br /&gt;
:if the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are left out then the message will be printed without a location.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;bc&#039;&#039;&#039; &#039;&#039;ClientNum&#039;&#039; \&amp;quot;&#039;&#039;Message&#039;&#039;\&amp;quot; &#039;&#039;X-Location&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039;&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;bc&#039;&#039;&#039; prints &#039;&#039;Message&#039;&#039; as a fireteam chat message on behalf of client &#039;&#039;ClientNum&#039;&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; are parematers that represent the client&#039;s location.&lt;br /&gt;
&lt;br /&gt;
==Voice Chat==&lt;br /&gt;
===Global Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Vsay-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; sends a global voice chat &#039;&#039;Vsay-String&#039;&#039; on behalf of client &#039;&#039;ClientNum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
===Team Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vtchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Vsay-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; sends a team voice chat &#039;&#039;Vsay-String&#039;&#039; a on behalf of client &#039;&#039;ClienNtum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; parematers the represent the clients location.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Voice Chat===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;vtchat&#039;&#039;&#039; 0 &#039;&#039;ClientNum&#039;&#039; 50 &#039;&#039;Fireteam-String&#039;&#039; &#039;&#039;Vsay-Number&#039;&#039; &#039;&#039;Y-Location&#039;&#039; &#039;&#039;Z-Location&#039;&#039; \&amp;quot;&#039;&#039;Custom-Message&#039;&#039;\&amp;quot;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;vchat&#039;&#039;&#039; will team voice chat &#039;&#039;Vsay-String&#039;&#039; on behalf of client &#039;&#039;ClienNum&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Vsay-Number&#039;&#039; is by default random, however, it can be set by the player by passing parameters to the vsay command (/vsay &amp;lt;&#039;&#039;Vsay-Number&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;Vsay-String&#039;&#039;&amp;gt;),&amp;lt;br&amp;gt; &#039;&#039;Vsay-Number&#039;&#039; represents the vsay number of Vsay as listed in the .voice files.&amp;lt;br&amp;gt;&lt;br /&gt;
:the &#039;&#039;X,Y,Z-Location&#039;s&#039;&#039; parematers the represent the clients location.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Custom-Message&#039;&#039; is by default \&amp;quot;\&amp;quot; (empty), otherwise it&#039;s the message that gets printed in the chat area.&lt;br /&gt;
&lt;br /&gt;
==Fireteam==&lt;br /&gt;
===Application===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;application&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;application&#039;&#039;&#039; shows a fireteam invation message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept ... application to join your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the applying client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your aplication has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your aplication failed&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your aplication has been approved&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your aplication reply has been sent&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
===Proposition===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;proposition&#039;&#039;&#039; &#039;&#039;Number&#039;&#039; &#039;&#039;Number2&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;proposition&#039;&#039;&#039; shows a fireteam proposition message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept ... proposition to invite ... to your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the proposed client, and &#039;&#039;Number2&#039;&#039; is the ClientNum of the proposing player.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your proposition has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your proposition was rejected&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your proposition was accepted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your proposition reply has been sent&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Number2&#039;&#039; is an optional paramater only used when &#039;&#039;Number&#039;&#039; &amp;gt; -1.&lt;br /&gt;
&lt;br /&gt;
===Invitation===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;invitation&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&lt;br /&gt;
:&#039;&#039;&#039;invitation&#039;&#039;&#039; shows the fireteam invation message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; -1 - the &amp;quot;accept .. invitation to join your fireteam&amp;quot; message shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the applying client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;your invitation has been submitted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;your invitation rejected&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -3 - the &amp;quot;your invitation was accepted&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -4 - the &amp;quot;your invitation reply has been sent&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
==Others== &lt;br /&gt;
===Complaining===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;complaint&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;complaint&#039;&#039;&#039; shows the complaint vote message to the client.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; &amp;gt; 1 - the vote shows up. In this case &#039;&#039;Number&#039;&#039; is the ClientNum of the teamkilling player.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -1 - the &amp;quot;complaint filed&amp;quot; message shows up.&amp;lt;br&amp;gt;&lt;br /&gt;
:if &#039;&#039;Number&#039;&#039; == -2 - the &amp;quot;complaint dismissed&amp;quot; message shows up.&lt;br /&gt;
&lt;br /&gt;
===Spawning===&lt;br /&gt;
: * &amp;quot;&#039;&#039;&#039;setspawnpt&#039;&#039;&#039; &#039;&#039;Number&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;quot;&#039;&#039;&#039;setspawnpt&#039;&#039;&#039; sets the client game selected spawnpoint to number &#039;&#039;number&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;br /&gt;
[[Category:ETPro:Mods]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User:Zinx&amp;diff=1850</id>
		<title>User:Zinx</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User:Zinx&amp;diff=1850"/>
		<updated>2005-11-20T15:02:26Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;(C%;_98\~|4X876543210/.o,+$#G!~}C0@c-w|_;98[v5Xs!&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I work for the RIAA, so don&#039;t cross my path with your damn warez!&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=IAC&amp;diff=1836</id>
		<title>IAC</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=IAC&amp;diff=1836"/>
		<updated>2005-11-19T12:59:54Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ETPro Anti Cheat ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[ETPro]] integrates a new Anti Cheat system named &#039;IAC&#039; or &#039;Ikkyo Anti Cheat&#039;.  At the moment it is intended to complement (not replace) [http://www.evenbalance.com PunkBuster™] for cheat detection.  [[ETPro]] looks for things [http://www.evenbalance.com PunkBuster™] cannot, and [http://www.evenbalance.com PunkBuster™] looks for things [[ETPro]] cannot.&lt;br /&gt;
&lt;br /&gt;
== Controlling the anticheat system ==&lt;br /&gt;
&#039;&#039;b_anticheat&#039;&#039; controls the anticheat system.  The possible settings are:&lt;br /&gt;
* 0 - disabled.  [[ETPro]] does not report cheaters at all.&lt;br /&gt;
* 1 - enabled (default). Normal sensitivity.  [[ETPro]] reports known cheats from the database and known cheat techniques as cheaters.&lt;br /&gt;
* 2 - Increased sensitivity (not recommended).  Includes checks which are likely to cause false positives.&lt;br /&gt;
* 3 - Extreme sensitivity (absolutely not recommended).  Only absolutely clean Windows systems are allowed.  Absolutely clean Windows sytems are very rare though, so lots of players will be reported as cheaters.&lt;br /&gt;
&lt;br /&gt;
== Logs ==&lt;br /&gt;
If a cheater is found, they are reported to players on the server and in the server logs.&lt;br /&gt;
&lt;br /&gt;
If the word &#039;&#039;&#039;CHEATING&#039;&#039;&#039; is in &#039;&#039;&#039;RED&#039;&#039;&#039;, [[ETPro]] has detected the player is absolutely using a known public cheat.  It is safe to kick/ban these players.  You will also see something like this in your logs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;21:58.11 etpro IAC: 1 [JiuJitsu^7] [304DADA5916CE3A8E8B6966AB772D142A7578C3D] [^1CHEATER^7 win32]&lt;br /&gt;
21:58.11 etpro IAC: HWe8auebgXt69-IaJ3TkljBwH7j8FlvEnJDUk1AUNMZgdOZ0WyyL2n&lt;br /&gt;
zx-z0phDJQFvXU74+rqeXadpIWgp822butKGwycggXnA-B9I4Sw9AqGuorR7Mwz+Rt45&lt;br /&gt;
tyMwxunGdEe0V8MGTzqM4IKm8mPt-6LlY6YaRvyDdOrqyaiInYX2Zeq8k2BI0mufHztkIU&lt;br /&gt;
CiSvtNQwtZFTjSCe6VKHKkbV8UUTKT-0PW5Oa1Y81cRdIBqkRQ&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is encrypted information which allows an [[ETPro Developer]] to positively identify which specific cheat the player was using, if needed.  An [[ETPro Developer]] does not generally need such logs reported to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following only applies if &#039;&#039;b_anticheat&#039;&#039; is set to 1:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the word &#039;&#039;&#039;CHEATING&#039;&#039;&#039; is in &#039;&#039;&#039;YELLOW&#039;&#039;&#039;, [[ETPro]] has detected the player has software which does exactly the same thing cheats do.  There are two possibilities: they are using software which causes false positives (FRAPS, atitool), or they are using a private/non-public cheat.  Users who get false positives should read [http://bani.anime.net/banimod/forums/viewtopic.php?t=3275 this thread] to resolve them.&lt;br /&gt;
&lt;br /&gt;
If an admin suspects a player in &#039;&#039;&#039;YELLOW&#039;&#039;&#039; is using a new undetected cheat, you may forward your logs to an [[ETPro Developer]] for inspection.  You will see something like this in your logs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;10:58.03 etpro IAC: 0 [^7[^3AV^7]^2Ikkyo^7^7] [5C650F40214398C58AE5ECDFADBC8D1AB6BFDD89] [^3CHEATER^7 win32]&lt;br /&gt;
10:58.03 etpro IAC: 5F+yE+tIboJD0TcZW+V3BrfKONQYxCEkmUGp4XWCRamupExR&lt;br /&gt;
cKGVjS31kmClRCWY0+d+0ugxz-X+9u1IHnispm3MGCt6QFlgVHuK41D3188DvPUY5i1&lt;br /&gt;
7LXNclCEYwQxs3rZLkCnXew3McNthKA8ASo4yyhbU6OALVV3az+dyEVAvB1NEudU&lt;br /&gt;
YoYJoEXFKFEbJSRt+3Rw4atWM8NO7yQbULkFrT1MjPjKzULVr2CiXcy+6YP6rDTXcWg&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This encrypted information allows an [[ETPro Developer]] to determine if the player was really cheating with a new cheat, or if it is a false positive caused by external programs.&lt;br /&gt;
&lt;br /&gt;
Players who are reported as yellow &#039;&#039;&#039;CHEATER&#039;&#039;&#039; who are unable to resolve their problems by following [http://bani.anime.net/banimod/forums/viewtopic.php?t=3275 these instructions] should post a bug report in [http://bani.anime.net/banimod/forums/viewforum.php?f=14 this forum].&lt;br /&gt;
&lt;br /&gt;
You may see &amp;quot;strange logs&amp;quot; like the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;09:20.10 etpro IAC: 0 [^7de^2A^7D ai^2M^7] [556B00DCB87C92A03784A7C558C5BFCA3238B1FF] [??? win32]&lt;br /&gt;
09:20.10 etpro IAC:MsCWa5viR4imLMGpS6W7gpMa1OgM-bSPmI69cE-z+nL2xQgc8t7&lt;br /&gt;
b6TdkwOfiDBG5llCaW4MuWrQr8VSBxSt+pqJVvJFkR29ppgerMLqGmCh0+bsf5w+m23&lt;br /&gt;
Wj-diM68xx4kVc+BDX1ZEMTsMYTccaSXKyNzkKZT1wx9rAWG5plv96QsrieIXY+3LpSK&lt;br /&gt;
xuuanLPixzpARZOv5VH6rZFY0LhvdvA3vVQwSynTKkOIW3XLmrmt3LNOWpO3RmTR3&lt;br /&gt;
uR87OFCCh38ws3S76cfmG&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does not mean the player is cheating, it simply means there is something unusual about their system that may be of interest to an [[ETPro Developer]].  You should not forward these logs unless you suspect a player is cheating or unless an [[ETPro Developer]] specifically requests them from you.&lt;br /&gt;
&lt;br /&gt;
Likewise, simply because an encrypted debug follows a player&#039;s log does not mean they are cheating:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;21:24.58 etpro IAC: 3 [^7|^0NE^7|R^5a^di^4n^7-^d42^7^7] [BD0875F42CB16B337A0EDC85F6BA03155665AEFF] [clean linux]&lt;br /&gt;
21:24.58 etpro IAC: vZHbY0m5i8DJ-my5FxRp1+I9Drj8cuVMAowAoX6XwWKaCh2h3lH&lt;br /&gt;
oCVTAgHsngeSrITZQWoFsJRGSjyAqsw9SxirdsZmoR7vLeTJYgk2t35ROlMyxgk+yd1nFq&lt;br /&gt;
HKfdE5sn5oE5tQQ-YTEJl7KIWHyG8ODeK+aLbR4NGIvgdWbVrllMEWFL3d99cgej+a+e&lt;br /&gt;
MKJIQYEbJB2LVh-MGxmXFovazupjtPGSydBnlCtWG6FWvLrd50tgO6gY2atXLaJfW-b-a&lt;br /&gt;
iw1Q5bcZMuZZ8yDHGDdFVoeobI2vw8qsZG-bXlINVVpNhIbNaenba6mvo&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case it is simply logging information so that the [[ETPro Developer]]s know the anticheat system is functioning correctly.  Please do not forward these logs unless specifically requested.&lt;br /&gt;
&lt;br /&gt;
== Keeping up to date ==&lt;br /&gt;
&lt;br /&gt;
As new cheats are found, they will be added to [[ETPro]]&#039;s anticheat database, and database updates will be posted in the [http://bani.anime.net/banimod/forums/viewforum.php?f=15 ETPro News forum].  Admins can download these database updates and install them at their leisure to keep up to date.&lt;br /&gt;
&lt;br /&gt;
== Autokicking ==&lt;br /&gt;
&lt;br /&gt;
The cvar b_cheatkicktime controls what is done when a cheater is detected.  If it is -1 (default), nothing is done besides reporting to the console and logs.  Any other value will kick the player for the specified number of minutes (eg 0 = kick for 0 minutes, 10 = kick for 10 minutes).&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Q: In which log is this info saved?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;A:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;pre&amp;gt;// b_cheatlog - defines the name of a separate log for the anti-cheat system &lt;br /&gt;
// when set to an empty string, the anti-cheat system uses the main server &lt;br /&gt;
// log file &lt;br /&gt;
// default: &amp;quot;&amp;quot; &lt;br /&gt;
set b_cheatlog &amp;quot;etpro_cheats.log&amp;quot; &amp;lt;/pre&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q: Can 2 different computers have the same GUID?&lt;br /&gt;
&lt;br /&gt;
A: Yes, they can. It seems that every Windows™ 98 User got the same GUID &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;[52FF6283916A9467908E6A771CB70285FB41C5E7]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro:Server_Cvars]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:WeblionX&amp;diff=1830</id>
		<title>User talk:WeblionX</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:WeblionX&amp;diff=1830"/>
		<updated>2005-11-19T03:53:29Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Trying some fancyness) &#039;&#039;&#039;uglyness*&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:WeblionX&amp;diff=1829</id>
		<title>User talk:WeblionX</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:WeblionX&amp;diff=1829"/>
		<updated>2005-11-19T03:53:03Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;uglyness*&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:Fusen&amp;diff=1823</id>
		<title>User talk:Fusen</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:Fusen&amp;diff=1823"/>
		<updated>2005-11-18T23:34:27Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just to turn the link from red to blue ;) --[[User:Deus|Deus]] 14:48, 18 November 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
I preferred it when it was red!&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Main_Page&amp;diff=1810</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Main_Page&amp;diff=1810"/>
		<updated>2005-11-18T01:20:10Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#cf7606; font-size:200%;&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#005288; font-size:200%;&amp;quot;&amp;gt;&#039;&#039;&#039;[[WolfWiki]]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td width=&amp;quot;60%&amp;quot; style=&amp;quot;border: 1px solid #FABD23; color: #000; background-color: #fcfae3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==About==&lt;br /&gt;
[[WolfWiki]] is a collaborative site for the ETPro / ETTV / BayonET community.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Anyone with a [http://bani.anime.net/banimod/forums/ Banimod Forums] account may edit pages. If you do not have an account, you may [http://bani.anime.net/banimod/forums/profile.php?mode=register apply] for one. Please follow the [[Help:Editing]] guidelines when editing pages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;There are currently {{NUMBEROFARTICLES}} [[:Special:Allpages|articles available]].&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;border: 1px solid #3e48fb; color: #000; background-color: #C5DAEB&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
==[[:Category:ETPro|ETPro]]==&lt;br /&gt;
{{ETPro_Topics}}&lt;br /&gt;
==[[:Category:ETTV|ETTV]]==&lt;br /&gt;
[http://bani.anime.net/banimod/forums/viewforum.php?f=18 Discussion Forums]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ETTV:Server Configuration|Server Configuration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ETTV:Viewer&#039;s Guide|Viewer&#039;s Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[:Category:BayonET|BayonET]]==&lt;br /&gt;
[http://bani.anime.net/banimod/forums/viewforum.php?f=10 Discussion Forums]&lt;br /&gt;
&amp;lt;!-- [[BayonET:Server Configuration|Server Configuration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BayonET:Client Configuration|Client Configuration]] --&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=1782</id>
		<title>Cursefilter</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Cursefilter&amp;diff=1782"/>
		<updated>2005-11-16T16:28:10Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Admins may enforce filters on public text chats. While the primary use is for keeping cursing under control, some admins have made creative use of the filter to prevent accidental security leaks, such as filtering rcon password typos.&lt;br /&gt;
&lt;br /&gt;
fireteam chats are never filtered, the logic behind this is that players who find someone&#039;s fireteam chats offensive may simply eject the offending player from the fireteam, or leave the fireteam themselves.&lt;br /&gt;
&lt;br /&gt;
Also the filter only works for complete words, without colour codes etc. So you will need to create additional filters for such methods of circumventing the original filter such as &amp;quot;&#039;&#039;s h i t&#039;&#039;&amp;quot;. But this also means that if you create a filter for the word &amp;quot;&#039;&#039;ass&#039;&#039;&amp;quot;, all words that contain &#039;&#039;ass&#039;&#039; would also be filtered such as &amp;quot;Cl&#039;&#039;&#039;ass&#039;&#039;&#039;&amp;quot; and &amp;quot;P&#039;&#039;&#039;ass&#039;&#039;&#039;word&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
== How to use: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_cursefilter&#039;&#039; is a space separated list of words the cursefilter will watch for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;b_cursefilteraction&#039;&#039; is the action to take when a word on the watchlist is found. there are 4 possible settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;0 - do nothing&lt;br /&gt;
1 - silently drop the chat (player sees their chat, but nobody else does)&lt;br /&gt;
2 - censor b_cursefilter words with asterisks&lt;br /&gt;
3 - (default) totally block any chat containing a b_cursefulter word&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Voicechat&amp;diff=1781</id>
		<title>Voicechat</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Voicechat&amp;diff=1781"/>
		<updated>2005-11-16T16:03:58Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific variant ==&lt;br /&gt;
&lt;br /&gt;
ET Pro allows players more control over voicechats. For voicechats which have multiple variants (eg cheer, negative), players may specify specific voicechats to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay 2 cheer&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Would always use the second cheer variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Custom text ==&lt;br /&gt;
&lt;br /&gt;
If the admin has enabled custom voicechats (&#039;&#039;b_customVoiceChat 1&#039;&#039;, default) then players may use custom text for the voicechat, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay enemydisguised Enemy in da skies!&lt;br /&gt;
/vsay needengineer We need an engine ear!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may combine specific variants with custom text, for example:&lt;br /&gt;
&lt;br /&gt;
(as axis):&lt;br /&gt;
&amp;lt;pre&amp;gt;/vsay 1 negative 9!&lt;br /&gt;
/vsay 2 ftattack A TACK!(@*#&amp;amp;&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Main_Page&amp;diff=1750</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Main_Page&amp;diff=1750"/>
		<updated>2005-11-15T18:14:19Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#cf7606; font-size:200%;&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to&#039;&#039;&#039;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#005288; font-size:200%;&amp;quot;&amp;gt;&#039;&#039;&#039;[[WolfWiki]]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;8&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td width=&amp;quot;60%&amp;quot; style=&amp;quot;border: 1px solid #FABD23; color: #000; background-color: #fcfae3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==About==&lt;br /&gt;
[[WolfWiki]] is a collaborative site for the ETPro / ETTV / BayonET community.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Anyone with a [http://bani.anime.net/banimod/forums/ Banimod Forums] account may edit pages. If you do not have an account, you may [http://bani.anime.net/banimod/forums/profile.php?mode=register apply] for one. Please follow the [[Help:Editing]] guidelines when editing pages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;There are currently {{NUMBEROFARTICLES}} [[:Special:Allpages|articles available]].&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;border: 1px solid #3e48fb; color: #000; background-color: #CAE1FF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
==[[:Category:ETPro|ETPro]]==&lt;br /&gt;
{{ETPro_Topics}}&lt;br /&gt;
==[[:Category:ETTV|ETTV]]==&lt;br /&gt;
[http://bani.anime.net/banimod/forums/viewforum.php?f=18 Discussion Forums]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ETTV:Server Configuration|Server Configuration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ETTV:Viewer&#039;s Guide|Viewer&#039;s Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[:Category:BayonET|BayonET]]==&lt;br /&gt;
[http://bani.anime.net/banimod/forums/viewforum.php?f=10 Discussion Forums]&lt;br /&gt;
&amp;lt;!-- [[BayonET:Server Configuration|Server Configuration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BayonET:Client Configuration|Client Configuration]] --&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=User_talk:Bani&amp;diff=1748</id>
		<title>User talk:Bani</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=User_talk:Bani&amp;diff=1748"/>
		<updated>2005-11-15T18:08:01Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The best method to contact [[Bani]] is through the [http://bani.anime.net/banimod/forums/ Banimod Forums] [http://bani.anime.net/banimod/forums/privmsg.php?folder=inbox Private Messenging] system. Alternatively you may join the [[ETPro]] [[IRC]] channel and talk to him there, but be warned that the Bani Monster rarely talks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;nicked&amp;quot; ooo look at Bani trying to be English ;P&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Color_Codes&amp;diff=1676</id>
		<title>Color Codes</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Color_Codes&amp;diff=1676"/>
		<updated>2005-11-12T12:03:45Z</updated>

		<summary type="html">&lt;p&gt;Fusen: little changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What are they?==&lt;br /&gt;
Colour codes are used to add colour to text. They were introduced in Quake III Arena and are available in most Q3 engine based games, including Enemy Territory. They can be used with most text that gets displayed ingame, such as player names, chat or notices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039; a dash character (&#039;&#039;&#039;^&#039;&#039;&#039;) followed by another character. Each character produces a different colour.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; ^1red ^2green ^4blue&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Produces:&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;green&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;blue&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Codes list==&lt;br /&gt;
The image below depicts the colours the characters produce, except &#039;&#039;&#039;^0&#039;&#039;&#039; which, stands for black. Notice that some letters and digits produce the same colour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
http://velocity.lunarpages.com/images/colors.jpg&lt;br /&gt;
&lt;br /&gt;
==Code Filtering==&lt;br /&gt;
Here is a little php script that can be used to parse colorcodes and return the HTML formatted, colored string:&lt;br /&gt;
&amp;lt;pre&amp;gt;// &amp;amp;copy;2003 Deus@pooHunter.de&lt;br /&gt;
// This script uses the original RGB-values that were used in RtCW:OSP which I received directly from rhea.&lt;br /&gt;
// AFAIK these RGB values did not change in ET/ETPro &lt;br /&gt;
function parse_gamecolors($string)&lt;br /&gt;
{&lt;br /&gt;
	$string = ereg_replace(&amp;quot;(\^)?$&amp;quot;, &amp;quot;^&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\^\^&amp;quot;, &amp;quot;&amp;amp;#94^&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;(\^)?$&amp;quot;, &amp;quot;&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\^&amp;lt;&amp;quot;, &amp;quot;^|&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\&amp;lt;&amp;quot;, &amp;quot;&amp;amp;lt;&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\^&amp;gt;&amp;quot;, &amp;quot;^^&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\&amp;gt;&amp;quot;, &amp;quot;&amp;amp;gt;&amp;quot;, $string);&lt;br /&gt;
	$string = ereg_replace(&amp;quot;\^\^&amp;quot;, &amp;quot;^&amp;gt;&amp;quot;, $string);&lt;br /&gt;
	$string = &amp;quot;&amp;lt;font color=\&amp;quot;#FFFFFF\&amp;quot;&amp;gt;&amp;quot;.$string.&amp;quot;&amp;lt;/font&amp;gt;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	$color_def = array&lt;br /&gt;
	(&lt;br /&gt;
		0  =&amp;gt; &amp;quot;#000000&amp;quot;,	1  =&amp;gt; &amp;quot;#FF0000&amp;quot;,	2  =&amp;gt; &amp;quot;#00FF00&amp;quot;,	3  =&amp;gt; &amp;quot;#FFFF00&amp;quot;,&lt;br /&gt;
		4  =&amp;gt; &amp;quot;#0000FF&amp;quot;,	5  =&amp;gt; &amp;quot;#00FFFF&amp;quot;,	6  =&amp;gt; &amp;quot;#FF00FF&amp;quot;,	7  =&amp;gt; &amp;quot;#FFFFFF&amp;quot;,&lt;br /&gt;
		8  =&amp;gt; &amp;quot;#FF7F00&amp;quot;,	9  =&amp;gt; &amp;quot;#7F7F7F&amp;quot;,	10 =&amp;gt; &amp;quot;#BFBFBF&amp;quot;,	11 =&amp;gt; &amp;quot;#007F00&amp;quot;,&lt;br /&gt;
		12 =&amp;gt; &amp;quot;#7FFF00&amp;quot;,	13 =&amp;gt; &amp;quot;#00007F&amp;quot;,	14 =&amp;gt; &amp;quot;#7F0000&amp;quot;,	15 =&amp;gt; &amp;quot;#7F4000&amp;quot;,&lt;br /&gt;
		16 =&amp;gt; &amp;quot;#FF9933&amp;quot;,	17 =&amp;gt; &amp;quot;#007F7F&amp;quot;,	18 =&amp;gt; &amp;quot;#7F007F&amp;quot;,	19 =&amp;gt; &amp;quot;#007F7F&amp;quot;,&lt;br /&gt;
		20 =&amp;gt; &amp;quot;#7F00FF&amp;quot;,	21 =&amp;gt; &amp;quot;#3399CC&amp;quot;,	22 =&amp;gt; &amp;quot;#CCFFCC&amp;quot;,	23 =&amp;gt; &amp;quot;#006633&amp;quot;,&lt;br /&gt;
		24 =&amp;gt; &amp;quot;#FF0033&amp;quot;,	25 =&amp;gt; &amp;quot;#B21919&amp;quot;,	26 =&amp;gt; &amp;quot;#993300&amp;quot;,	27 =&amp;gt; &amp;quot;#CC9933&amp;quot;,&lt;br /&gt;
		28 =&amp;gt; &amp;quot;#999933&amp;quot;,	29 =&amp;gt; &amp;quot;#FFFFBF&amp;quot;,	30 =&amp;gt; &amp;quot;#FFFF7F&amp;quot;&lt;br /&gt;
	);&lt;br /&gt;
&lt;br /&gt;
	$color_chardef = array&lt;br /&gt;
	(&lt;br /&gt;
		&amp;quot;#000000&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;0&amp;quot;,	1 =&amp;gt; &amp;quot;P&amp;quot;,	2 =&amp;gt; &amp;quot;p&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FF0000&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;1&amp;quot;,	1 =&amp;gt; &amp;quot;Q&amp;quot;,	2 =&amp;gt; &amp;quot;q&amp;quot;	),&lt;br /&gt;
		&amp;quot;#00FF00&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;2&amp;quot;,	1 =&amp;gt; &amp;quot;R&amp;quot;,	2 =&amp;gt; &amp;quot;r&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FFFF00&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;3&amp;quot;,	1 =&amp;gt; &amp;quot;S&amp;quot;,	2 =&amp;gt; &amp;quot;s&amp;quot;	),&lt;br /&gt;
		&amp;quot;#0000FF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;4&amp;quot;,	1 =&amp;gt; &amp;quot;T&amp;quot;,	2 =&amp;gt; &amp;quot;t&amp;quot;	),&lt;br /&gt;
		&amp;quot;#00FFFF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;5&amp;quot;,	1 =&amp;gt; &amp;quot;U&amp;quot;,	2 =&amp;gt; &amp;quot;u&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FF00FF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;6&amp;quot;,	1 =&amp;gt; &amp;quot;V&amp;quot;,	2 =&amp;gt; &amp;quot;v&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FFFFFF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;7&amp;quot;,	1 =&amp;gt; &amp;quot;W&amp;quot;,	2 =&amp;gt; &amp;quot;w&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FF7F00&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;8&amp;quot;,	1 =&amp;gt; &amp;quot;X&amp;quot;,	2 =&amp;gt; &amp;quot;x&amp;quot;	),&lt;br /&gt;
		&amp;quot;#7F7F7F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;9&amp;quot;,	1 =&amp;gt; &amp;quot;Y&amp;quot;,	2 =&amp;gt; &amp;quot;y&amp;quot;	),&lt;br /&gt;
		&amp;quot;#BFBFBF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;:&amp;quot;,	1 =&amp;gt; &amp;quot;Z&amp;quot;,	2 =&amp;gt; &amp;quot;z&amp;quot;,&lt;br /&gt;
						3 =&amp;gt; &amp;quot;;&amp;quot;,	4 =&amp;gt; &amp;quot;[&amp;quot;,	5 =&amp;gt; &amp;quot;{&amp;quot;	),&lt;br /&gt;
		&amp;quot;#007F00&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;&amp;lt;&amp;quot;,	1 =&amp;gt; &amp;quot;\\&amp;quot;,	2 =&amp;gt; &amp;quot;|&amp;quot;	),&lt;br /&gt;
		&amp;quot;#7FFF00&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;=&amp;quot;,	1 =&amp;gt; &amp;quot;]&amp;quot;,	2 =&amp;gt; &amp;quot;}&amp;quot;	),&lt;br /&gt;
		&amp;quot;#00007F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;&amp;gt;&amp;quot;					),&lt;br /&gt;
		&amp;quot;#7F0000&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;?&amp;quot;					),&lt;br /&gt;
		&amp;quot;#7F4000&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;@&amp;quot;,	1 =&amp;gt; &amp;quot;`&amp;quot;			),&lt;br /&gt;
		&amp;quot;#FF9933&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;A&amp;quot;,	1 =&amp;gt; &amp;quot;a&amp;quot;,	2 =&amp;gt; &amp;quot;!&amp;quot;	),&lt;br /&gt;
		&amp;quot;#007F7F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;B&amp;quot;,	1 =&amp;gt; &amp;quot;b&amp;quot;			),&lt;br /&gt;
		&amp;quot;#7F007F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;C&amp;quot;,	1 =&amp;gt; &amp;quot;c&amp;quot;,	2 =&amp;gt; &amp;quot;#&amp;quot;	),&lt;br /&gt;
		&amp;quot;#007F7F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;D&amp;quot;,	1 =&amp;gt; &amp;quot;d&amp;quot;,	2 =&amp;gt; &amp;quot;$&amp;quot;	),&lt;br /&gt;
		&amp;quot;#7F00FF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;E&amp;quot;,	1 =&amp;gt; &amp;quot;e&amp;quot;,	2 =&amp;gt; &amp;quot;%&amp;quot;	),&lt;br /&gt;
		&amp;quot;#3399CC&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;F&amp;quot;,	1 =&amp;gt; &amp;quot;f&amp;quot;,	2 =&amp;gt; &amp;quot;&amp;amp;&amp;quot;	),&lt;br /&gt;
		&amp;quot;#CCFFCC&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;G&amp;quot;,	1 =&amp;gt; &amp;quot;g&amp;quot;,	2 =&amp;gt; &amp;quot;&#039;&amp;quot;	),&lt;br /&gt;
		&amp;quot;#006633&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;H&amp;quot;,	1 =&amp;gt; &amp;quot;h&amp;quot;,	2 =&amp;gt; &amp;quot;(&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FF0033&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;I&amp;quot;,	1 =&amp;gt; &amp;quot;i&amp;quot;,	2 =&amp;gt; &amp;quot;)&amp;quot;	),&lt;br /&gt;
		&amp;quot;#B21919&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;J&amp;quot;,	1 =&amp;gt; &amp;quot;j&amp;quot;			),&lt;br /&gt;
		&amp;quot;#993300&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;K&amp;quot;,	1 =&amp;gt; &amp;quot;k&amp;quot;,	2 =&amp;gt; &amp;quot;+&amp;quot;	),&lt;br /&gt;
		&amp;quot;#CC9933&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;L&amp;quot;,	1 =&amp;gt; &amp;quot;l&amp;quot;,	2 =&amp;gt; &amp;quot;,&amp;quot;	),&lt;br /&gt;
		&amp;quot;#999933&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;M&amp;quot;,	1 =&amp;gt; &amp;quot;m&amp;quot;,	2 =&amp;gt; &amp;quot;-&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FFFFBF&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;N&amp;quot;,	1 =&amp;gt; &amp;quot;n&amp;quot;,	2 =&amp;gt; &amp;quot;.&amp;quot;	),&lt;br /&gt;
		&amp;quot;#FFFF7F&amp;quot;	=&amp;gt; array (	0 =&amp;gt; &amp;quot;O&amp;quot;,	1 =&amp;gt; &amp;quot;o&amp;quot;,	2 =&amp;gt; &amp;quot;/&amp;quot;	)&lt;br /&gt;
	);&lt;br /&gt;
		&lt;br /&gt;
	for ($cd1 = 0; $cd1 &amp;lt; 31; $cd1++)&lt;br /&gt;
	{&lt;br /&gt;
		for ($cd2 = 0; $cd2 &amp;lt; count($color_chardef[$color_def[$cd1]]); $cd2++)&lt;br /&gt;
		{&lt;br /&gt;
			$string = str_replace(&amp;quot;^&amp;quot;. $color_chardef[$color_def[$cd1]][$cd2], &amp;quot;&amp;lt;/FONT&amp;gt;&amp;lt;FONT COLOR=\&amp;quot;&amp;quot; . $color_def[$cd1] . &amp;quot;\&amp;quot;&amp;gt;&amp;quot;, $string);&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	return $string;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1638</id>
		<title>B placebo</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1638"/>
		<updated>2005-11-08T17:03:22Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magical Beginning ==&lt;br /&gt;
&lt;br /&gt;
Strangley, When this cvar was found in the CVS tree for ETPro, there wasn&#039;t a name for the contributer next to it and to this day the ETPro devs don&#039;t know where it came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When using this cvar anything is possible, examples include; you will be given the sticky bullet syndrome and will be able to shoot people through the corner of walls when they run away. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features Include&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You will not be as easily damaged by explosions &#039;&#039;(as long as you aren&#039;t too close to the explosion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your team will win every game &#039;&#039;(as long as your team are better than your enemies)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When defusing dynamite, it won&#039;t matter how far into the 30 seconds it is, you will always be able to defuse it on time. &#039;&#039;(as long as you start defusing before 5 seconds is left on the clock)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now jump twice as far as normally &#039;&#039;(Only works if you have 333fps)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your grenades will hit the target with 100% damage &#039;&#039;(Depends if your grenade is actually close to the target)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why keep it? ==&lt;br /&gt;
&lt;br /&gt;
The cvar can&#039;t be removed as it has been hidden within the deepest of the ET source, so deep that even the magical Rain cannot find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I Can&#039;t Find it ==&lt;br /&gt;
&lt;br /&gt;
The cvar does not show up when you try and tab complete it within the console, you just have to insert it in your config and be rest assured that it works.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1637</id>
		<title>B placebo</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1637"/>
		<updated>2005-11-08T16:59:09Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magical Beginning ==&lt;br /&gt;
&lt;br /&gt;
Strangley, When this cvar was found in the CVS tree for ETPro, there wasn&#039;t a name for the contributer next to it and to this day the ETPro devs don&#039;t know where it came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When using this cvar anything is possible, examples include; you will be given the sticky bullet syndrome and will be able to shoot people through the corner of walls when they run away. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features Include&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You will not be as easily damaged by explosions &#039;&#039;(as long as you aren&#039;t too close to the explosion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your team will win every game &#039;&#039;(as long as your team are better than your enemies)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When defusing dynamite, it won&#039;t matter how far into the 30 seconds it is, you will always be able to defuse it on time. &#039;&#039;(as long as you start defusing before 5 seconds is left on the clock)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now jump twice as far as normally &#039;&#039;(Only works if you have 333fps)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your grenades will hit the target with 100% damage &#039;&#039;(Depends if your grenade is actually close to the target)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why keep it? ==&lt;br /&gt;
&lt;br /&gt;
The cvar can&#039;t be removed as it has been hidden within the deepest of the ET source, so deep that evil the magically Rain cannot find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I Can&#039;t Find it ==&lt;br /&gt;
&lt;br /&gt;
The cvar does not show up when you try and tab complete it within the console, you just have to insert it in your config and be rest assured that it works.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1636</id>
		<title>B placebo</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1636"/>
		<updated>2005-11-08T16:57:23Z</updated>

		<summary type="html">&lt;p&gt;Fusen: Header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magical Beginning ==&lt;br /&gt;
&lt;br /&gt;
Strangley, When this cvar was found in the CVS tree for ETPro, there wasn&#039;t a name for the contributer next to it and to this day the ETPro devs don&#039;t know where it came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When using this cvar anything is possible, you will be given the sticky bullet syndrome and will be able to shoot people through the corner of walls when they run away. &lt;br /&gt;
&lt;br /&gt;
Features include;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You will not be as easily damaged by explosions &#039;&#039;(as long as you aren&#039;t too close to the explosion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your team will win every game &#039;&#039;(as long as your team are better than your enemies)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When defusing dynamite, it won&#039;t matter how far into the 30 seconds it is, you will always be able to defuse it on time. &#039;&#039;(as long as you start defusing before 5 seconds is left on the clock)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now jump twice as far as normally &#039;&#039;(Only works if you have 333fps)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your grenades will hit the target with 100% damage &#039;&#039;(Depends if your grenade is actually close to the target)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why keep it? ==&lt;br /&gt;
&lt;br /&gt;
The cvar can&#039;t be removed as it has been hidden within the deepest of the ET source, so deep that evil the magically Rain cannot find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I Can&#039;t Find it ==&lt;br /&gt;
&lt;br /&gt;
The cvar does not show up when you try and tab complete it within the console, you just have to insert it in your config and be rest assured that it works.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1635</id>
		<title>B placebo</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1635"/>
		<updated>2005-11-08T16:57:09Z</updated>

		<summary type="html">&lt;p&gt;Fusen: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magically Beginning ==&lt;br /&gt;
&lt;br /&gt;
Strangley, When this cvar was found in the CVS tree for ETPro, there wasn&#039;t a name for the contributer next to it and to this day the ETPro devs don&#039;t know where it came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When using this cvar anything is possible, you will be given the sticky bullet syndrome and will be able to shoot people through the corner of walls when they run away. &lt;br /&gt;
&lt;br /&gt;
Features include;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You will not be as easily damaged by explosions &#039;&#039;(as long as you aren&#039;t too close to the explosion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your team will win every game &#039;&#039;(as long as your team are better than your enemies)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When defusing dynamite, it won&#039;t matter how far into the 30 seconds it is, you will always be able to defuse it on time. &#039;&#039;(as long as you start defusing before 5 seconds is left on the clock)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now jump twice as far as normally &#039;&#039;(Only works if you have 333fps)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your grenades will hit the target with 100% damage &#039;&#039;(Depends if your grenade is actually close to the target)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why keep it? ==&lt;br /&gt;
&lt;br /&gt;
The cvar can&#039;t be removed as it has been hidden within the deepest of the ET source, so deep that evil the magically Rain cannot find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I Can&#039;t Find it ==&lt;br /&gt;
&lt;br /&gt;
The cvar does not show up when you try and tab complete it within the console, you just have to insert it in your config and be rest assured that it works.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1634</id>
		<title>B placebo</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=B_placebo&amp;diff=1634"/>
		<updated>2005-11-08T16:52:27Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magically Beginning ==&lt;br /&gt;
&lt;br /&gt;
Strangley, When this cvar was found in the CVS tree for ETPro, there wasn&#039;t a name for the contributer next to it and to this day the ETPro devs don&#039;t know where it came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When using this cvar anything is possible, you will be given the sticky bullet syndrome and will be able to shoot people through the corner of walls when they run away. &lt;br /&gt;
&lt;br /&gt;
Features include;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You will not be as easily damaged by explosions &#039;&#039;(as long as you aren&#039;t too close to the explosion)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your team will win every game &#039;&#039;(as long as your team is better than your enemies)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When defusing dynamite, it won&#039;t matter how far into the 30 seconds it is, you will always be able to defuse it on time. &#039;&#039;(as long as you start defusing before 5 seconds is left on the clock)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now jump twice as far as normally &#039;&#039;(Only works if you have 333fps)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* your grenades will hit the target with 100% damage &#039;&#039;(Depends if your grenade is actually close to the target)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why keep it? ==&lt;br /&gt;
&lt;br /&gt;
The cvar can&#039;t be removed as it has been hidden within the deepest of the ET source, so deep that evil the magically Rain cannot find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I Can&#039;t Find it ==&lt;br /&gt;
&lt;br /&gt;
The cvar does not show up when you try and tab complete it within the console, you just have to insert it in your config and be rest assured that it works.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=TrickJumpGhosts&amp;diff=1612</id>
		<title>TrickJumpGhosts</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=TrickJumpGhosts&amp;diff=1612"/>
		<updated>2005-11-07T21:58:15Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trickjumpghosts or tjg&#039;s in short are fake players that playback a recorded movement.&lt;br /&gt;
You can use them in two ways, the first one is the easy to use one (with a build-in menu), the second one is the console-way but gives you more possibilities. Important: cheats must be enabled before you can use this tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Menu Way ==&lt;br /&gt;
&lt;br /&gt;
To use the menu you have to bind the console command to a key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: &#039;&#039;&#039;/bind tjg_menu&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjg/tjg_menu.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see there are five menu items:&lt;br /&gt;
&lt;br /&gt;
    * Record: this starts recording your movements.&lt;br /&gt;
    * Stop: this stops your movement recoring.&lt;br /&gt;
    * Quicksave: if you want to save your impressive jump into a file so you can share it with your friends, use this option.&lt;br /&gt;
    * Quickload: this loads the last Quicksaved trickjumpghost, if you want to load other tjg files you have to use the console.&lt;br /&gt;
    * Play: play a recorded/loaded ghost back.&lt;br /&gt;
    * Pause: pause the playback.&lt;br /&gt;
    * Effects: none - flicker - ghost - fire - fire only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Console Way ==&lt;br /&gt;
&lt;br /&gt;
Open the console and type the commando &#039;&#039;&#039;/tjg_info&#039;&#039;&#039;, this will give you detailed information about all the tjg cmd&#039;s and cvars.&lt;br /&gt;
&lt;br /&gt;
    * tjg_record : starts recording your movements&lt;br /&gt;
    * tjg_play : plays back a recorded ghost&lt;br /&gt;
    * tjg_stop : stops playing or recording&lt;br /&gt;
    * tjg_pause : pauses/resumes the ghost playback&lt;br /&gt;
    * tjg_menu : a convenient menu for the tjg tools&lt;br /&gt;
    * tjg_save : saves a recording to a file&lt;br /&gt;
    * tjg_load : loads a recording from a file&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1610</id>
		<title>TrickJumpLines</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1610"/>
		<updated>2005-11-07T21:53:49Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trickjumplines or tjl&#039;s in short are lines that trace the path of your movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_inaction.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use them in two ways, the first one is the easy to use one (with a build-in menu), the second one is the console-way but gives you more possibilities. Important: cheats must be enabled before you can use this tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Menu Way===&lt;br /&gt;
&lt;br /&gt;
To use the menu you have to bind the console command to a key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; &#039;&#039;&#039;/bind tjl_menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_menu.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see there are five menu items:&lt;br /&gt;
&lt;br /&gt;
    * Record: this starts recording your movements.&lt;br /&gt;
    * Stoprecord: this stops your movement recoring.&lt;br /&gt;
    * Quicksave: if you want to save your impressive jump into a file so you can share it with your friends, use this option.&lt;br /&gt;
    * Quickload: this loads the last Quicksaved trickjumpline, if you want to load other tjl files you have to use the console.&lt;br /&gt;
    * Draw slot: this toggles the drawing of the current slot.&lt;br /&gt;
&lt;br /&gt;
All these actions are executed on the slotnumber set in the cvar &#039;&#039;&#039;*b_tjl_quickslot*&#039;&#039;&#039;, you can use a maximum of 10 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Console Way===&lt;br /&gt;
&lt;br /&gt;
Open the console and type the commando &#039;&#039;&#039;/tjl_info&#039;&#039;&#039;, this will give you detailed information about all the tjl cmd&#039;s and cvars.&lt;br /&gt;
&lt;br /&gt;
    * tjl_startrecord &amp;lt;clientnum&amp;gt; &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; | no parameters records your own movements: starts recording your movements&lt;br /&gt;
    * tjl_stoprecord : stops recording your movements&lt;br /&gt;
    * tjl_drawslot &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; &amp;lt;color&amp;gt; : draws a given slot (toggle) b_tjl_color must be set to -1 in order to use this option&lt;br /&gt;
    * tjl_save &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : saves the current slot into a file&lt;br /&gt;
    * tjl_load &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : loads the current file into a slot&lt;br /&gt;
    * tjl_menu : a nice menu to easy use the tjl tools&lt;br /&gt;
    * b_tjl_draw &amp;lt;1/0&amp;gt; : draws a recorded movement&lt;br /&gt;
    * b_tjl_stoponnomove &amp;lt;1/0&amp;gt; : stops recording when not moving&lt;br /&gt;
    * b_tjl_color &amp;lt;hex value&amp;gt; : default linecolor&lt;br /&gt;
    * b_tjl_showmaxspeed &amp;lt;1/0&amp;gt;: shows the players max speed at that point on the line&lt;br /&gt;
    * b_tjl_stepsize &amp;lt;number&amp;gt; : the distance between two points on the line, if you want to draw much long lines, use a big stepsize&lt;br /&gt;
    * b_tjl_quickslot &amp;lt;number&amp;gt; : this slotnumber is used when u use the tjl_menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Other benefits of the trickjumplines===&lt;br /&gt;
&lt;br /&gt;
You can use the trickjumplines to teach your tactics to your teammates, by showing them the places where they have to move to.&lt;br /&gt;
Or custommapmakers can include some tjl&#039;s into their pk3&#039;s so people can use them to learn the shortest path to the objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_tactics.jpg&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1609</id>
		<title>TrickJumpLines</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1609"/>
		<updated>2005-11-07T21:52:50Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trickjumplines or tjl&#039;s in short are lines that trace the path of your movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_inaction.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use them in two ways, the first one is the easy to use one (with a build-in menu), the second one is the console-way but gives you more possibilities. Important: cheats must be enabled before you can use this tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Menu Way==&lt;br /&gt;
&lt;br /&gt;
To use the menu you have to bind the console command to a key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; &#039;&#039;&#039;/bind tjl_menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_menu.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see there are five menu items:&lt;br /&gt;
&lt;br /&gt;
    * Record: this starts recording your movements.&lt;br /&gt;
    * Stoprecord: this stops your movement recoring.&lt;br /&gt;
    * Quicksave: if you want to save your impressive jump into a file so you can share it with your friends, use this option.&lt;br /&gt;
    * Quickload: this loads the last Quicksaved trickjumpline, if you want to load other tjl files you have to use the console.&lt;br /&gt;
    * Draw slot: this toggles the drawing of the current slot.&lt;br /&gt;
&lt;br /&gt;
All these actions are executed on the slotnumber set in the cvar &#039;&#039;&#039;*b_tjl_quickslot*&#039;&#039;&#039;, you can use a maximum of 10 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Console Way==&lt;br /&gt;
&lt;br /&gt;
Open the console and type the commando &#039;&#039;&#039;/tjl_info&#039;&#039;&#039;, this will give you detailed information about all the tjl cmd&#039;s and cvars.&lt;br /&gt;
&lt;br /&gt;
    * tjl_startrecord &amp;lt;clientnum&amp;gt; &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; | no parameters records your own movements: starts recording your movements&lt;br /&gt;
    * tjl_stoprecord : stops recording your movements&lt;br /&gt;
    * tjl_drawslot &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; &amp;lt;color&amp;gt; : draws a given slot (toggle) b_tjl_color must be set to -1 in order to use this option&lt;br /&gt;
    * tjl_save &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : saves the current slot into a file&lt;br /&gt;
    * tjl_load &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : loads the current file into a slot&lt;br /&gt;
    * tjl_menu : a nice menu to easy use the tjl tools&lt;br /&gt;
    * b_tjl_draw &amp;lt;1/0&amp;gt; : draws a recorded movement&lt;br /&gt;
    * b_tjl_stoponnomove &amp;lt;1/0&amp;gt; : stops recording when not moving&lt;br /&gt;
    * b_tjl_color &amp;lt;hex value&amp;gt; : default linecolor&lt;br /&gt;
    * b_tjl_showmaxspeed &amp;lt;1/0&amp;gt;: shows the players max speed at that point on the line&lt;br /&gt;
    * b_tjl_stepsize &amp;lt;number&amp;gt; : the distance between two points on the line, if you want to draw much long lines, use a big stepsize&lt;br /&gt;
    * b_tjl_quickslot &amp;lt;number&amp;gt; : this slotnumber is used when u use the tjl_menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other benefits of the trickjumplines==&lt;br /&gt;
&lt;br /&gt;
You can use the trickjumplines to teach your tactics to your teammates, by showing them the places where they have to move to.&lt;br /&gt;
Or custommapmakers can include some tjl&#039;s into their pk3&#039;s so people can use them to learn the shortest path to the objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_tactics.jpg&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1608</id>
		<title>TrickJumpLines</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=TrickJumpLines&amp;diff=1608"/>
		<updated>2005-11-07T21:52:04Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trickjumplines or tjl&#039;s in short are lines that trace the path of your movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_inaction.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use them in two ways, the first one is the easy to use one (with a build-in menu), the second one is the console-way but gives you more possibilities. Important: cheats must be enabled before you can use this tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Menu Way ====&lt;br /&gt;
&lt;br /&gt;
To use the menu you have to bind the console command to a key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; &#039;&#039;&#039;/bind tjl_menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_menu.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see there are five menu items:&lt;br /&gt;
&lt;br /&gt;
    * Record: this starts recording your movements.&lt;br /&gt;
    * Stoprecord: this stops your movement recoring.&lt;br /&gt;
    * Quicksave: if you want to save your impressive jump into a file so you can share it with your friends, use this option.&lt;br /&gt;
    * Quickload: this loads the last Quicksaved trickjumpline, if you want to load other tjl files you have to use the console.&lt;br /&gt;
    * Draw slot: this toggles the drawing of the current slot.&lt;br /&gt;
&lt;br /&gt;
All these actions are executed on the slotnumber set in the cvar &#039;&#039;&#039;*b_tjl_quickslot*&#039;&#039;&#039;, you can use a maximum of 10 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Console Way ====&lt;br /&gt;
&lt;br /&gt;
Open the console and type the commando &#039;&#039;&#039;/tjl_info&#039;&#039;&#039;, this will give you detailed information about all the tjl cmd&#039;s and cvars.&lt;br /&gt;
&lt;br /&gt;
    * tjl_startrecord &amp;lt;clientnum&amp;gt; &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; | no parameters records your own movements: starts recording your movements&lt;br /&gt;
    * tjl_stoprecord : stops recording your movements&lt;br /&gt;
    * tjl_drawslot &amp;lt;slot&amp;gt; OR &amp;lt;slot&amp;gt; &amp;lt;color&amp;gt; : draws a given slot (toggle) b_tjl_color must be set to -1 in order to use this option&lt;br /&gt;
    * tjl_save &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : saves the current slot into a file&lt;br /&gt;
    * tjl_load &amp;lt;filename&amp;gt; &amp;lt;slot&amp;gt; : loads the current file into a slot&lt;br /&gt;
    * tjl_menu : a nice menu to easy use the tjl tools&lt;br /&gt;
    * b_tjl_draw &amp;lt;1/0&amp;gt; : draws a recorded movement&lt;br /&gt;
    * b_tjl_stoponnomove &amp;lt;1/0&amp;gt; : stops recording when not moving&lt;br /&gt;
    * b_tjl_color &amp;lt;hex value&amp;gt; : default linecolor&lt;br /&gt;
    * b_tjl_showmaxspeed &amp;lt;1/0&amp;gt;: shows the players max speed at that point on the line&lt;br /&gt;
    * b_tjl_stepsize &amp;lt;number&amp;gt; : the distance between two points on the line, if you want to draw much long lines, use a big stepsize&lt;br /&gt;
    * b_tjl_quickslot &amp;lt;number&amp;gt; : this slotnumber is used when u use the tjl_menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Other benefits of the trickjumplines ====&lt;br /&gt;
&lt;br /&gt;
You can use the trickjumplines to teach your tactics to your teammates, by showing them the places where they have to move to.&lt;br /&gt;
Or custommapmakers can include some tjl&#039;s into their pk3&#039;s so people can use them to learn the shortest path to the objectives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.twwwo.be/etpro/docs/tjl/tjl_tactics.jpg&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1604</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1604"/>
		<updated>2005-11-07T21:44:19Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_locations&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
===Target_location entity===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
The message can contain colorcodes, default color is ^3(yellow)&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
target_locations on exisitng maps are saved into a file (maps/$MAPNAME_loc_override.dat). this way they are seperated from the map and its .pk3&lt;br /&gt;
&lt;br /&gt;
When adding target_locations to a map you will have acces to the following commands:&lt;br /&gt;
&lt;br /&gt;
===Loc_commands===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_add &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Add a new target_location at your current position whit name &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_del&#039;&#039;&#039;&lt;br /&gt;
:Deletes the target_location that you are currently &amp;quot;in&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_move&#039;&#039;&#039;&lt;br /&gt;
:Moves the target_location that you are currently &amp;quot;in&amp;quot; to your current position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_rename &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Renames the target_location that you are currently &amp;quot;in&amp;quot; to &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_show&#039;&#039;&#039;&lt;br /&gt;
:Shows the target_location that you are currently &amp;quot;in&amp;quot; as text in console&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_save&#039;&#039;&#039;&lt;br /&gt;
:Saves all target_locations to a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_load&#039;&#039;&#039;&lt;br /&gt;
:Reloads all target_locations from a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
==Viewing locations==&lt;br /&gt;
&lt;br /&gt;
While adding locations to your map you are willing to see your progress. This can be done using a cvar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_debuglocations - Bitmask to enable debugging/design aids for location names.  Works with external .dats as well as target_location&lt;br /&gt;
 ents.&lt;br /&gt;
add the following together:&lt;br /&gt;
1  - Draw a bubble sprite at each location marker. The nearest location is drawn in green, with all the others being drawn in red.&lt;br /&gt;
2  - Add a dynamic light at each location marker. The nearest location is lit in red, with all the others being lit in green.&lt;br /&gt;
4  - Draw floating text at each location marker containing the location&#039;s name.  The nearest location is colored green instead of&lt;br /&gt;
 white.&lt;br /&gt;
8  - Send updates to other players when a location is added, deleted, or renamed.  This function is designed to allow several people &lt;br /&gt;
 to work on adding locations to a level simultaneously.&lt;br /&gt;
16 - Accept updates to locations from other players who are using b_debuglocations 8.&lt;br /&gt;
default: 0		valid values: 0-31&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: while using &#039;&#039;&#039;b_debuglocations&#039;&#039;&#039; make sure you use &#039;&#039;&#039;loc_save&#039;&#039;&#039; a lot, this is becase of engine limits the client can crash while drawing to many sprites&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1603</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1603"/>
		<updated>2005-11-07T21:43:54Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_locations&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
===Target_location entity===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
The message can contain colorcodes, default color is ^3(yellow)&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
target_locations on exisitng maps are saved into a file (maps/$MAPNAME_loc_override.dat). this way they are seperated from the map and its .pk3&lt;br /&gt;
&lt;br /&gt;
When adding target_locations to a map you will have acces to the following commands:&lt;br /&gt;
&lt;br /&gt;
===Loc_commands===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_add &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Add a new target_location at your current position whit name &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_del&#039;&#039;&#039;&lt;br /&gt;
:Deletes the target_location that you are currently &amp;quot;in&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_move&#039;&#039;&#039;&lt;br /&gt;
:Moves the target_location that you are currently &amp;quot;in&amp;quot; to your current position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_rename &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Renames the target_location that you are currently &amp;quot;in&amp;quot; to &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_show&#039;&#039;&#039;&lt;br /&gt;
:Shows the target_location that you are currently &amp;quot;in&amp;quot; as text in console&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_save&#039;&#039;&#039;&lt;br /&gt;
:Saves all target_locations to a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_load&#039;&#039;&#039;&lt;br /&gt;
:Reloads all target_locations from a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
==Viewing locations==&lt;br /&gt;
&lt;br /&gt;
While adding locations to your map you are willing to see your progress. This can be done using a cvar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_debuglocations - Bitmask to enable debugging/design aids for location names.  Works with external .dats as well as target_location&lt;br /&gt;
 ents.&lt;br /&gt;
add the following together:&lt;br /&gt;
1  - Draw a bubble sprite at each location marker. The nearest location is drawn in green, with all the others being drawn in red.&lt;br /&gt;
2  - Add a dynamic light at each location marker. The nearest location is lit in red, with all the others being lit in green.&lt;br /&gt;
4  - Draw floating text at each location marker containing the location&#039;s name.  The nearest location is colored green instead of&lt;br /&gt;
 white.&lt;br /&gt;
8  - Send updates to other players when a location is added, deleted, or renamed.  This function is designed to allow several people &lt;br /&gt;
to work on adding locations to a level simultaneously.&lt;br /&gt;
16 - Accept updates to locations from other players who are using b_debuglocations 8.&lt;br /&gt;
default: 0		valid values: 0-31&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: while using &#039;&#039;&#039;b_debuglocations&#039;&#039;&#039; make sure you use &#039;&#039;&#039;loc_save&#039;&#039;&#039; a lot, this is becase of engine limits the client can crash while drawing to many sprites&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1602</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1602"/>
		<updated>2005-11-07T21:43:06Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_locations&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
===Target_location entity===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
The message can contain colorcodes, default color is ^3(yellow)&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
target_locations on exisitng maps are saved into a file (maps/$MAPNAME_loc_override.dat). this way they are seperated from the map and its .pk3&lt;br /&gt;
&lt;br /&gt;
When adding target_locations to a map you will have acces to the following commands:&lt;br /&gt;
&lt;br /&gt;
===Loc_commands===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_add &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Add a new target_location at your current position whit name &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_del&#039;&#039;&#039;&lt;br /&gt;
:Deletes the target_location that you are currently &amp;quot;in&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_move&#039;&#039;&#039;&lt;br /&gt;
:Moves the target_location that you are currently &amp;quot;in&amp;quot; to your current position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_rename &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Renames the target_location that you are currently &amp;quot;in&amp;quot; to &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_show&#039;&#039;&#039;&lt;br /&gt;
:Shows the target_location that you are currently &amp;quot;in&amp;quot; as text in console&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_save&#039;&#039;&#039;&lt;br /&gt;
:Saves all target_locations to a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_load&#039;&#039;&#039;&lt;br /&gt;
:Reloads all target_locations from a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
==Viewing locations==&lt;br /&gt;
&lt;br /&gt;
While adding locations to your map you are willing to see your progress. This can be done using a cvar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_debuglocations - Bitmask to enable debugging/design aids for location names.  Works with external .dats as well as target_location ents.&lt;br /&gt;
add the following together:&lt;br /&gt;
1  - Draw a bubble sprite at each location marker. The nearest location is drawn in green, with all the others being drawn in red.&lt;br /&gt;
2  - Add a dynamic light at each location marker. The nearest location is lit in red, with all the others being lit in green.&lt;br /&gt;
4  - Draw floating text at each location marker containing the location&#039;s name.  The nearest location is colored green instead of white.&lt;br /&gt;
8  - Send updates to other players when a location is added, deleted, or renamed.  This function is designed to allow several people &lt;br /&gt;
to work on adding locations to a level simultaneously.&lt;br /&gt;
16 - Accept updates to locations from other players who are using b_debuglocations 8.&lt;br /&gt;
default: 0		valid values: 0-31&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: while using &#039;&#039;&#039;b_debuglocations&#039;&#039;&#039; make sure you use &#039;&#039;&#039;loc_save&#039;&#039;&#039; a lot, this is becase of engine limits the client can crash while drawing to many sprites&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1601</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1601"/>
		<updated>2005-11-07T21:41:19Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_locations&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
===Target_location entity===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
The message can contain colorcodes, default color is ^3(yellow)&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
target_locations on exisitng maps are saved into a file (maps/$MAPNAME_loc_override.dat). this way they are seperated from the map and its .pk3&lt;br /&gt;
&lt;br /&gt;
When adding target_locations to a map you will have acces to the following commands:&lt;br /&gt;
&lt;br /&gt;
===Loc_commands===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_add &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Add a new target_location at your current position whit name &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_del&#039;&#039;&#039;&lt;br /&gt;
:Deletes the target_location that you are currently &amp;quot;in&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_move&#039;&#039;&#039;&lt;br /&gt;
:Moves the target_location that you are currently &amp;quot;in&amp;quot; to your current position&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_rename &amp;lt;message&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:Renames the target_location that you are currently &amp;quot;in&amp;quot; to &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_show&#039;&#039;&#039;&lt;br /&gt;
:Shows the target_location that you are currently &amp;quot;in&amp;quot; as text in console&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_save&#039;&#039;&#039;&lt;br /&gt;
:Saves all target_locations to a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loc_load&#039;&#039;&#039;&lt;br /&gt;
:Reloads all target_locations from a file (maps/&#039;&#039;mapname&#039;&#039;_loc_override.dat)&lt;br /&gt;
&lt;br /&gt;
==Viewing locations==&lt;br /&gt;
&lt;br /&gt;
While adding locations to your map you are willing to see your progress. This can be done using a cvar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b_debuglocations - Bitmask to enable debugging/design aids for location names.  Works with external .dats as well as target_location ents.&lt;br /&gt;
add the following together:&lt;br /&gt;
1  - Draw a bubble sprite at each location marker. The nearest location is drawn in green, with all the others being drawn in red.&lt;br /&gt;
2  - Add a dynamic light at each location marker. The nearest location is lit in red, with all the others being lit in green.&lt;br /&gt;
4  - Draw floating text at each location marker containing the location&#039;s name.  The nearest location is colored green instead of white.&lt;br /&gt;
8  - Send updates to other players when a location is added, deleted, or renamed.  This function is designed to allow several people to work on adding locations to a level simultaneously.&lt;br /&gt;
16 - Accept updates to locations from other players who are using b_debuglocations 8.&lt;br /&gt;
default: 0		valid values: 0-31&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: while using &#039;&#039;&#039;b_debuglocations&#039;&#039;&#039; make sure you use &#039;&#039;&#039;loc_save&#039;&#039;&#039; a lot, this is becase of engine limits the client can crash while drawing to many sprites&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1590</id>
		<title>Physics cvars</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Physics_cvars&amp;diff=1590"/>
		<updated>2005-11-07T21:07:44Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since Quake 3, the function that&#039;s responsible for game physics &#039;&#039;(amongst other things)&#039;&#039; is named Pmove(). Normally, this function is run once every client frame, and this is where framerate-dependant physics (most notably jump heights) come from. pmove_fixed is an attempt to level the playing field by running this function at a fixed rate &#039;&#039;(every pmove_msec milliseconds.)&#039;&#039; The default pmove_msec of 8 is equivalent to normal physics at 1000 / 8 = 125 frames/second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;pmove_fixed&#039;&#039;&#039; can be set on either the client or the server--the client will default to the value on the server &#039;&#039;(And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.)&#039;&#039; pmove_msec can only be set on the server side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;b_fixedphysics&#039;&#039;&#039; is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all &#039;&#039;(Removing the framerate-dependent behavior in movement)&#039;&#039;; however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems &#039;&#039;(as several people observed at 333fps)&#039;&#039; nor any of the problems that pmove_fixed brings with it &#039;&#039;(some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming)&#039;&#039;, but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;b_optimizedprediction&#039;&#039;&#039; is a client-side setting that &#039;&#039;(theoretically)&#039;&#039; has no effect other than increasing performance. Basically, etmain &#039;&#039;(and RTCW, and Q3)&#039;&#039; will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them &#039;&#039;(Only if the results look acceptable based on the latest data the client has from the server)&#039;&#039; instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Extended_ASCII&amp;diff=1589</id>
		<title>Extended ASCII</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Extended_ASCII&amp;diff=1589"/>
		<updated>2005-11-07T21:02:11Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Extended ASCII Characters in ET Pro 3 ==&lt;br /&gt;
&lt;br /&gt;
In ET Pro 3.0.1, you are finally able to use extended ASCII characters as you could in RTCW. Not all of these characters work outside of the console, but they do exist should you feel a need to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://games.theteamkillers.net/rtcw/etpro/ascii/ascii-con.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://games.theteamkillers.net/rtcw/etpro/ascii/ascii-nocon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The two images above display a table of all ASCII characters allowed in ET Pro 3, the top image displaying what it appears as in the console and the bottom displaying what it appears as in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use these characters, you can (if you&#039;re using Windows) use alt+xxxx, where xxxx is a series of numbers. &#039;&#039;(found using the Character Map, usually found in &#039;&#039;&#039;Start&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Programs&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Accessories&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;System&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Character Map&#039;&#039;&#039;.)&#039;&#039; If you prefer not to use this method, there&#039;s another easy way - you can use the a two-character hex code to represent the ASCII character. Each time you see a &amp;quot;=XX&amp;quot; in the screenshot above, the =XX is the hex code that represents the ASCII character to the right of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you try to use these in game (e.g. &#039;&#039;&#039;/vsay hi =aaHELLO=ab&#039;&#039;&#039;) you&#039;ll soon find that it won&#039;t display them right away. To make the game recognize them, you&#039;ll have to run them through cmd - such as &#039;&#039;&#039;/cmd vsay hi =aaHELLO=ab&#039;&#039;&#039;. Without the essential cmd, your characters will come out completely normal.&lt;br /&gt;
&lt;br /&gt;
The code used to generate the above script was written by Rain. Here&#039;s the config, aptly named ascii.cfg:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;echo &amp;quot;00:  01:� 02:� 03:� 04:� 05:  06:� 07:  08:� 09:  0A:  0B: 0C:� 0D:  0E:� 0F:� &amp;quot;&lt;br /&gt;
echo &amp;quot;10:� 11:� 12:� 13:� 14:� 15:� 16:� 17:� 18:� 19:� 1A:� 1B:� 1C:� 1D:� 1E:� 1F:� &amp;quot;&lt;br /&gt;
echo &amp;quot;20:  21:! 22:  23:# 24:$ 25:% 26:&amp;amp; 27:&#039; 28:( 29:) 2A:* 2B:+ 2C:, 2D:- 2E:. 2F:/ &amp;quot;&lt;br /&gt;
echo &amp;quot;30:0 31:1 32:2 33:3 34:4 35:5 36:6 37:7 38:8 39:9 3A:: 3B:; 3C:&amp;lt; 3D:= 3E:&amp;gt; 3F:? &amp;quot;&lt;br /&gt;
echo &amp;quot;40:@ 41:A 42:B 43:C 44:D 45:E 46:F 47:G 48:H 49:I 4A:J 4B:K 4C:L 4D:M 4E:N 4F:O &amp;quot;&lt;br /&gt;
echo &amp;quot;50:P 51:Q 52:R 53:S 54:T 55:U 56:V 57:W 58:X 59:Y 5A:Z 5B:[ 5C:\ 5D:] 5E:^^* 5F:_ &amp;quot;&lt;br /&gt;
echo &amp;quot;60:` 61:a 62:b 63:c 64:d 65:e 66:f 67:g 68:h 69:i 6A:j 6B:k 6C:l 6D:m 6E:n 6F:o &amp;quot;&lt;br /&gt;
echo &amp;quot;70:p 71:q 72:r 73:s 74:t 75:u 76:v 77:w 78:x 79:y 7A:z 7B:{ 7C:| 7D:} 7E:~ 7F: &amp;quot;&lt;br /&gt;
echo &amp;quot;80:€ 81: 82:‚ 83:ƒ 84:„ 85:… 86:† 87:‡ 88:ˆ 89:‰ 8A:Š 8B:‹ 8C:Œ 8D: 8E:Ž 8F: &amp;quot;&lt;br /&gt;
echo &amp;quot;90: 91:‘ 92:’ 93:“ 94:” 95:• 96:– 97:— 98:˜ 99:™ 9A:š 9B:› 9C:œ 9D: 9E:ž 9F:Ÿ &amp;quot;&lt;br /&gt;
echo &amp;quot;A0:  A1:¡ A2:¢ A3:£ A4:¤ A5:¥ A6:¦ A7:§ A8:¨ A9:© AA:ª AB:« AC:¬ AD:­ AE:® AF:¯ &amp;quot;&lt;br /&gt;
echo &amp;quot;B0:° B1:± B2:² B3:³ B4:´ B5:µ B6:¶ B7:· B8:¸ B9:¹ BA:º BB:» BC:¼ BD:½ BE:¾ BF:¿ &amp;quot;&lt;br /&gt;
echo &amp;quot;C0:À C1:Á C2:Â C3:Ã C4:Ä C5:Å C6:Æ C7:Ç C8:È C9:É CA:Ê CB:Ë CC:Ì CD:Í CE:Î CF:Ï &amp;quot;&lt;br /&gt;
echo &amp;quot;D0:Ð D1:Ñ D2:Ò D3:Ó D4:Ô D5:Õ D6:Ö D7:× D8:Ø D9:Ù DA:Ú DB:Û DC:Ü DD:Ý DE:Þ DF:ß &amp;quot;&lt;br /&gt;
echo &amp;quot;E0:à E1:á E2:â E3:ã E4:ä E5:å E6:æ E7:ç E8:è E9:é EA:ê EB:ë EC:ì ED:í EE:î EF:ï &amp;quot;&lt;br /&gt;
echo &amp;quot;F0:ð F1:ñ F2:ò F3:ó F4:ô F5:õ F6:ö F7:÷ F8:ø F9:ù FA:ú FB:û FC:ü FD:ý FE:þ FF:ÿ &amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Players_Allies&amp;diff=1588</id>
		<title>Players Allies</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Players_Allies&amp;diff=1588"/>
		<updated>2005-11-07T20:54:39Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The serverinfo cvars &#039;&#039;Players_Axis&#039;&#039;,&#039;&#039;Players_Allies&#039;&#039; have been removed from etpro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reasons ==&lt;br /&gt;
The cvars could get very long, in some cases so long that they would overflow the serverinfo string and crash the server.&lt;br /&gt;
There was no way to associate spectator client ID#&#039;s with listed players, nor players who had not yet finished connecting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solution ==&lt;br /&gt;
&lt;br /&gt;
ETPro introduces a new cvar which is shorter (so it doesn&#039;t overflow the serverinfo string and cause server crashes), easier to parse, and allows for associating player client ID&#039;s in all cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
The new cvar is P, and probably the easiest way to show its usage is by example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;29 frags 30ms bani&lt;br /&gt;
106 frags 20ms rain&lt;br /&gt;
189 frags 50ms zinx&lt;br /&gt;
63 frags 32ms fretn&lt;br /&gt;
43 frags 96ms duke&#039;ku&lt;br /&gt;
0 frags 999ms ikkyo&lt;br /&gt;
100 frags 56ms majikthise&lt;br /&gt;
22 frags 108ms boco&lt;br /&gt;
31 frags 101ms vio&lt;br /&gt;
0 frags 44ms ohayden&lt;br /&gt;
&lt;br /&gt;
P=--------221120111-3&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case the first 8 server slots are empty (client id 0-7), probably private server slots. bani and rain are client ids 8 and 9, both allies. zinx and fretn are client ids 10 and 11, both axis. duke&#039;ku is allied in client id 12. ikkyo is still connecting in client id 13 and has not been assigned a team yet. majikthise, boco and vio are all axis in slots 14-16. slot 17 is empty. slot 18 is ohayden as spectator.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Players&amp;diff=1587</id>
		<title>Players</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Players&amp;diff=1587"/>
		<updated>2005-11-07T20:54:34Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The serverinfo cvars &#039;&#039;Players_Axis&#039;&#039;,&#039;&#039;Players_Allies&#039;&#039; have been removed from etpro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reasons ==&lt;br /&gt;
The cvars could get very long, in some cases so long that they would overflow the serverinfo string and crash the server.&lt;br /&gt;
There was no way to associate spectator client ID#&#039;s with listed players, nor players who had not yet finished connecting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solution ==&lt;br /&gt;
&lt;br /&gt;
ETPro introduces a new cvar which is shorter (so it doesn&#039;t overflow the serverinfo string and cause server crashes), easier to parse, and allows for associating player client ID&#039;s in all cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
The new cvar is P, and probably the easiest way to show its usage is by example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;29 frags 30ms bani&lt;br /&gt;
106 frags 20ms rain&lt;br /&gt;
189 frags 50ms zinx&lt;br /&gt;
63 frags 32ms fretn&lt;br /&gt;
43 frags 96ms duke&#039;ku&lt;br /&gt;
0 frags 999ms ikkyo&lt;br /&gt;
100 frags 56ms majikthise&lt;br /&gt;
22 frags 108ms boco&lt;br /&gt;
31 frags 101ms vio&lt;br /&gt;
0 frags 44ms ohayden&lt;br /&gt;
&lt;br /&gt;
P=--------221120111-3&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case the first 8 server slots are empty (client id 0-7), probably private server slots. bani and rain are client ids 8 and 9, both allies. zinx and fretn are client ids 10 and 11, both axis. duke&#039;ku is allied in client id 12. ikkyo is still connecting in client id 13 and has not been assigned a team yet. majikthise, boco and vio are all axis in slots 14-16. slot 17 is empty. slot 18 is ohayden as spectator.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1586</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1586"/>
		<updated>2005-11-07T20:50:02Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_location&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;AWOL&#039;&#039;&#039; ***&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1585</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1585"/>
		<updated>2005-11-07T20:49:50Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For Maps In Production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_location&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;AWOL&#039;&#039;&#039; ***&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1584</id>
		<title>Target location</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Target_location&amp;diff=1584"/>
		<updated>2005-11-07T20:49:01Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Target_location for maps in production ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;target_location&#039;&#039; is a non-brush entity that allows a mapper to specify the name of a certain area to be displayed instead of map coordinates in both the fireteam box and the location displayed when you chat, unless it is set to use coordinates on the client side.&lt;br /&gt;
&lt;br /&gt;
Note that using these will throw an error into the console for every one you have if use in etmain, or as of now, shrub and etpub. The map will still run, though. To use them, first make a file called &#039;&#039;et_entities_location.def&#039;&#039; in the scripts directory of your mapping install. Then, open the file in notepad and paste the following in the file, and then save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)&lt;br /&gt;
Set &amp;quot;message&amp;quot; to the name of this location.&lt;br /&gt;
&lt;br /&gt;
Closest target_location in sight used for the location, if none&lt;br /&gt;
in site, closest in distance, within PVS&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow you to place a target_location into your map inside of GTK Radiant. It will appear as a small green box. When selected, give it a key called &#039;&#039;message&#039;&#039; with a value that is the name you want at that location. You only need to place target_locations so you can always see one, any more are a waste of resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locations For Completed Maps ==&lt;br /&gt;
&lt;br /&gt;
Note: This method is less efficient engine-wise than using actual target_locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;AWOL&#039;&#039;&#039; ***&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=1577</id>
		<title>ETPro:Pluggable Config Files</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=ETPro:Pluggable_Config_Files&amp;diff=1577"/>
		<updated>2005-11-07T16:30:10Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro supports &#039;&#039;&#039;Pluggable Config Files&#039;&#039;&#039;. These files provide servers the use of additional features not available from traditional &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
==Creation and Installation==&lt;br /&gt;
Config files must be located in &amp;lt;tt&amp;gt;etpro/configs&amp;lt;/tt&amp;gt; and their names must end in &amp;lt;tt&amp;gt;.config &amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Config file format==&lt;br /&gt;
The following shows the .config syntax. This is not a complete config, the ... indicates that in a real config many similar commands would follow&lt;br /&gt;
&lt;br /&gt;
 configname &amp;quot;^/foobar^f 6v6&amp;quot;&lt;br /&gt;
 // config for 6v6 foobar league&lt;br /&gt;
 version 1.2.3.4 foobar6v6.version.foobarleague.com &lt;br /&gt;
 init &lt;br /&gt;
 { &lt;br /&gt;
    setl sv_pure 1 &lt;br /&gt;
    setl sv_cheats 0 &lt;br /&gt;
    setl g_gametype 3 &lt;br /&gt;
 ...&lt;br /&gt;
    command &amp;quot;pb_sv_enable&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_kicklen 1&amp;quot; &lt;br /&gt;
    command &amp;quot;pb_sv_cvarempty&amp;quot; &lt;br /&gt;
 ...&lt;br /&gt;
 } &lt;br /&gt;
 map default &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 0 &lt;br /&gt;
    setl g_useralliedrespawntime 0 &lt;br /&gt;
    setl g_useraxisrespawntime 0 &lt;br /&gt;
    setl b_moverscale 1 &lt;br /&gt;
 } &lt;br /&gt;
 map radar &lt;br /&gt;
 { &lt;br /&gt;
    set g_userTimeLimit 12 &lt;br /&gt;
    command &amp;quot;forcecvar r_drawfoliage 0&amp;quot; &lt;br /&gt;
 } &lt;br /&gt;
 ...&lt;br /&gt;
 signature deadbeefdeadbeefdeadbeefdeadbeefdeadbeef&lt;br /&gt;
===Config file details===&lt;br /&gt;
;comments : any text following  // is a comment and is ignored&lt;br /&gt;
&lt;br /&gt;
;version w.x.y.z some.dns.name : ET will check that version matches the IP returned form some.dns.name If it does, ETPro displays the message &amp;quot;config is latest version available&amp;quot; to all players in warmup.&lt;br /&gt;
&lt;br /&gt;
;configname &amp;lt;name&amp;gt; : defines the name of the config. This name is displayed to players in warmup, but is &#039;&#039;&#039;not&#039;&#039;&#039; used to refer to the config in config related commands. The name may contain ET [[Color Codes]]&lt;br /&gt;
&lt;br /&gt;
;init : The init block is executed only once, when the config is loaded by referee or rcon/console. It is never reloaded. &lt;br /&gt;
&lt;br /&gt;
;map &amp;lt;&amp;lt;i&amp;gt;mapname&amp;lt;/i&amp;gt;&amp;gt;|default : The map blocks are loaded on every map_restart. The parameter is the mapname to match to. A parameter of default will execute that block for all maps. map blocks are executed in order from first to last. Generally you want your default block first, and then specific map blocks to override it.&lt;br /&gt;
&lt;br /&gt;
;signature &amp;lt;sig&amp;gt; : provides crypotgraphic signature to verify that that the config is unmodified. ETPro displays the message &amp;quot;config is certified&amp;quot; to all players in warmup. The signature must be generated by the etpro team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init&#039;&#039;&#039; and &#039;&#039;&#039;map&#039;&#039;&#039; are followed by a block, delimited by curly braces {}. Each block can contain the following keywords&lt;br /&gt;
&lt;br /&gt;
;set &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value.&lt;br /&gt;
;setl &amp;lt;cvarname&amp;gt; &amp;quot;value&amp;quot; : sets the specified cvar to the specified value, and locks it so that it cannot be changed by rcon, forcecvar or other means until the config is unloaded&lt;br /&gt;
;command &amp;quot;command text&amp;quot; : execute &amp;quot;command text&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Config related commands==&lt;br /&gt;
;callvote  | ref config &amp;lt;config file name&amp;gt; : set the current config by vote or ref.&lt;br /&gt;
;config &amp;lt;config file name&amp;gt;|none : set the current config from the server console, or unload the current config. Settings set by the config remain in effect, but are no longer locked. Map specific blocks are no longer in effect. &lt;br /&gt;
&#039;&#039;notes&#039;&#039;: &lt;br /&gt;
:&#039;&#039;&#039;config none&#039;&#039;&#039; can only be done from the console (or rcon) not by ref or vote.&lt;br /&gt;
:you must use the filename of the .config (minus the .config extension), not the &#039;configname&#039; contained in the .config file. The &#039;configname&#039; is a longer (possibly colored etc) descriptive name.&lt;br /&gt;
==Getting your config Certified==&lt;br /&gt;
Talk to one of the [[ETPro Developer]]s on [[IRC]]&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cvar Restrictions]]&lt;br /&gt;
*[[Forced Cvars]]&lt;br /&gt;
*[[WolfWiki:Community_Portal#Leagues / Competitions]] is a good place to find full config file examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETPro]]&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=DrawFPS&amp;diff=1497</id>
		<title>DrawFPS</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=DrawFPS&amp;diff=1497"/>
		<updated>2005-11-05T16:32:11Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FPS counter in ETPro is been extended from the default setting.&lt;br /&gt;
&lt;br /&gt;
There are now three different settings you can use to show more detailed information about your frames per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cg_DrawFPS 2&#039;&#039;&#039;&lt;br /&gt;
 Draws a more accurate fps meter, it updates every second&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cg_DrawFPS 3&#039;&#039;&#039;&lt;br /&gt;
 Draws the time needed to render a frame in milliseconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cg_DrawFPS &amp;gt;3&#039;&#039;&#039;&lt;br /&gt;
 The same as 2 but here you can you specify the time in milliseconds between two updates&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=AntiWarp&amp;diff=1496</id>
		<title>AntiWarp</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=AntiWarp&amp;diff=1496"/>
		<updated>2005-11-05T16:23:49Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ET Pro implements an antiwarp system to keep players from &amp;quot;warping&amp;quot; or &amp;quot;teleporting&amp;quot; around, accidentally or intentionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Controlling the antiwarp system ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;b_antiwarp&#039;&#039;&#039; controls the antiwarp system. The possible settings are:&lt;br /&gt;
&amp;lt;pre&amp;gt;0 - disabled. ET Pro does no antiwarp at all.&lt;br /&gt;
1 - enabled (default). ET Pro keeps players from &amp;quot;warping&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is &amp;quot;warping&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Warping&amp;quot; occurs when the server recieves several new commands for a player in a very short period of time. This happens because packets from the player were lost or never sent. The player will appear to cross a great distance in a very short period of time, making them hard to hit and possibly allowing them to avoid landmine damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How the antiwarp system keeps players from warping ==&lt;br /&gt;
&lt;br /&gt;
The antiwarp system in ET Pro delays commands when they are recieved too quickly. Thus, when a player sends 700ms worth of commands in 50ms, the commands will be spread out over 700ms, causing the player to move smoothly to other players. This affects the player who sent the commands too quickly only by increasing their ping, and will not keep increasing ping endlessly - at maximum, the added ping is the highest ping the player is actually getting. If temporary network issues cause ping to increase beyond a sensible number, the player can stand still for a moment and their ping will normalize.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1495</id>
		<title>Hitsounds</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1495"/>
		<updated>2005-11-05T16:19:50Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro uses hitsounds like those used in Quake 3 Arena, hitsounds are sounds that are played when you hit another player, there are three different instances when a sound will play:&lt;br /&gt;
&lt;br /&gt;
* When you shoot an enemy&lt;br /&gt;
* When you shoot an enemy in the head hitbox&lt;br /&gt;
* When you shoot a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Hitsounds ==&lt;br /&gt;
&lt;br /&gt;
The hitsounds are controlled by the cvar &#039;&#039;&#039;b_hitsounds&#039;&#039;&#039;&lt;br /&gt;
There are three different settings that can be used with this cvar;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1 = On,  All sounds are used&lt;br /&gt;
0 = Off, No sounds are used&lt;br /&gt;
2 = A sound occurs only when you get a headshot&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1494</id>
		<title>Hitsounds</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1494"/>
		<updated>2005-11-05T16:17:46Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETPro uses hitsounds like those used in Quake 3 Arena, hitsounds are sounds that are played when you hit another player, there are three different instances when a sound will play:&lt;br /&gt;
&lt;br /&gt;
* When you shoot an enemy&lt;br /&gt;
* When you shoot an ememy in the head hitbox&lt;br /&gt;
* When you shoot a teammate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Hitsounds ==&lt;br /&gt;
&lt;br /&gt;
The hitsounds are controlled by the cvar &#039;&#039;&#039;b_hitsounds&#039;&#039;&#039;&lt;br /&gt;
There are three different settings that can be used with this cvar;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1 = On,  All sounds are used&lt;br /&gt;
0 = Off, No sounds are used&lt;br /&gt;
2 = A sound occurs only when you get a headshot&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1493</id>
		<title>Hitsounds</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Hitsounds&amp;diff=1493"/>
		<updated>2005-11-05T16:12:20Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;etpro has now hitsounds as in quake3arena, hitsounds are a sounds that are played when you hit somebody, there are three different sounds:&lt;br /&gt;
&lt;br /&gt;
* one when you hit an enemy&lt;br /&gt;
* one when you shoot a headshot on an enemy&lt;br /&gt;
* one when you hit a teammate&lt;br /&gt;
&lt;br /&gt;
the hitsounds are controlled by the cvar b_hitsounds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1 = On&lt;br /&gt;
0 = Off&lt;br /&gt;
2 = Headshots Only&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
	<entry>
		<id>https://wolfwiki.anime.net/index.php?title=Cvar_Restrictions&amp;diff=1492</id>
		<title>Cvar Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wolfwiki.anime.net/index.php?title=Cvar_Restrictions&amp;diff=1492"/>
		<updated>2005-11-05T16:11:00Z</updated>

		<summary type="html">&lt;p&gt;Fusen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sv_cvar setting is for the etpro cvar range enforcement mechanism. Its similar to PunkBuster&#039;s cvar range checking in that it uses nearly the same syntax. However it is different in that instead of simply warning the user that their cvars are out of range, it actually forces them to server-enforced values. This is used as it is better than having players scrambling to type in the console trying to get their cvars into compliance before they get kicked by PunkBuster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Possibilities: ==&lt;br /&gt;
&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;EQ&#039;&#039;&#039; value&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;GE&#039;&#039;&#039; value&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;LE&#039;&#039;&#039; value&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;WITHBITS&#039;&#039;&#039; bitflag&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;WITHOUTBITS&#039;&#039;&#039; bitflag&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;IN&#039;&#039;&#039; low_value high_value&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;OUT&#039;&#039;&#039; low_value high_value&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;INCLUDE&#039;&#039;&#039; substring default&lt;br /&gt;
* sv_cvar &#039;&#039;cvarname&#039;&#039; &#039;&#039;&#039;EXCLUDE&#039;&#039;&#039; substring default&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EQ ==&lt;br /&gt;
EQ requires one argument.&amp;lt;BR&amp;gt;&lt;br /&gt;
EQ is used when a cvar is supposed to EQual a certain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GE ==&lt;br /&gt;
&lt;br /&gt;
GE requires one argument.&amp;lt;BR&amp;gt;&lt;br /&gt;
GE is used when a cvar is supposed to be Greater or Equal a certain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LE ==&lt;br /&gt;
&lt;br /&gt;
LE requires one argument.&amp;lt;BR&amp;gt;&lt;br /&gt;
LE is used when a cvar is supposed to be Lower or Equal a certain value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WITHBITS ==&lt;br /&gt;
&lt;br /&gt;
WITHBITS requires one argument&amp;lt;BR&amp;gt;&lt;br /&gt;
WITHBITS is used when a bitmask-cvar is supposed to include a certain bitflag&amp;lt;BR&amp;gt;&lt;br /&gt;
Exclamation For further information regarding bitmask-cvars look here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WITHOUTBITS ==&lt;br /&gt;
&lt;br /&gt;
WITHOUTBITS requires one argument&amp;lt;BR&amp;gt;&lt;br /&gt;
WITHOUTBITS is used when a bitmask-cvar is supposed to not include a certain bitflag&amp;lt;BR&amp;gt;&lt;br /&gt;
Exclamation For further information regarding bitmask-cvars look here&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IN ==&lt;br /&gt;
&lt;br /&gt;
IN requires two arguments&amp;lt;BR&amp;gt;&lt;br /&gt;
With the IN enforcement, cvars that are non compliant are snapped to the nearest IN parameter.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;sv_cvar cg_fov IN 90 120&lt;br /&gt;
&lt;br /&gt;
A player who had a cg_fov of 40 would see it snapped to 90.&lt;br /&gt;
&lt;br /&gt;
A player who had a cg_fov of 130 would see it snapped to 120.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exclamation 1st Argument = lower limit&lt;br /&gt;
Exclamation 2nd Argument = upper limit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OUT ==&lt;br /&gt;
&lt;br /&gt;
OUT requires two arguments&lt;br /&gt;
&lt;br /&gt;
With the OUT enforcement, cvars that are non compliant are snapped to the nearest OUT parameter.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;sv_cvar m_pitch OUT -0.015 0.015&lt;br /&gt;
&lt;br /&gt;
A player who had a m_pitch of -0.010 would see it snapped to -0.015.&lt;br /&gt;
&lt;br /&gt;
A player who had an m_pitch of 0.04 would see it snapped to 0.015.&lt;br /&gt;
&lt;br /&gt;
A player who had an m_pitch of 0.00 (a value equidistant from both lower and upper bounds) would be snapped to the lower bound -0.015.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Exclamation 1st Argument = lower limit&lt;br /&gt;
Exclamation 2nd Argument = upper limit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== INCLUDE ==&lt;br /&gt;
&lt;br /&gt;
INCLUDE requires two arguments&lt;br /&gt;
INCLUDE is used when a cvar is supposed to include a certain substring. Otherwise it will set the cvar to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EXCLUDE ==&lt;br /&gt;
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EXCLUDE requires two arguments&lt;br /&gt;
EXCLUDE is used when a cvar is supposed to not include a certain substring. Otherwise it will set the cvar to default.&lt;br /&gt;
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Exclamation If a cvar is changed that needs a vid_restart, etpro will force a vid_restart on the client after snapping them into range.&lt;/div&gt;</summary>
		<author><name>Fusen</name></author>
	</entry>
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