# Duelers Mod Features (as of v1.1) ## Duels: Three Different Types Duelers mod supports three different types of duels. You will have to bind keys to new commands using the console to enable the additional duel types. (At some point I will add these to the UI, but they are not included there yet). The key press for Saber Challenge (standard duel) can be set with the UI or by binding a key to the command engage_duel (eg. bind k engage_duel). The key press for Saber/Throw Challenge is set by binding a key to the command throw_duel (e.g. bind l throw_duel). Finally, the key press for a Full Force Challenge is set by binding a key to the command force_duel (e.g. bind ";" force_duel). When another player challenges you to a duel a message will appear telling you about the challenge and the type of duel requested. You must respond with the same duel type in order for the duel to be started. The Saber Challenge is the standard free-for-all duel – saber only, no throw, no force, no kick damage. This type of duel is easy to fight even for a novice – in fact, a simple spin and attack with lots of movement is pretty hard to defeat! The Saber/Throw Challenge is the same as the standard duel except saber throwing is allowed. Staff users can also kick during a throw duel (since they still can't throw a staff saber). When saber throw is added to the duel, players must learn to attack only when the advantage is clearly theirs. To do otherwise -- like using continuous hacks in strong stance, or a simple tornado attack in light stance -- will get you dead by saber throw. It also opens up much more complex fighting opportunities and is just much better all round. The Full Force Duel is for the ultimate duel challenge. Everything is allowed. Essentially, this duel type is a full wide open free for all between two consenting adults. Your blows and force blasts will not effect other players. This is the most complex and most difficult contest, equivalent to full force duel matches, but with the added interest of the free-for-all game when not duelling. ## More Dueling Features See the cvariables section for details about the m_duels cvar. This cvar allows complete control over the many dueling features in Duelers/JA mod. The dueling features available are: allow multiple concurrent duels -- you don't have to wait to duel a free player log results (health and shield of the winner) to the duel combatants (this is the default) log results to all players on the server (optional) health, shield and force power are restored to maximum at the beginning of a duel. sabers do not auto-ignite at the start of a duel. enable/disable extra duel types (throw and full force) enable/disable duel severing -- duels are to the finish normally and cannot be severed by running away. Also, if you fall into an abyss, you lose the duel! enable/disable duel overtime. Normally a map will not end if there is a duel in progress. New duels can't be started in overtime and once all duels are completed, the map level will end. enable/disable duels in team games -- you can normally have duels in team FFA too! enable/disable duel non-interference. Normally, duelers will isolate the two combatants completely from other players. Have your duels in tiny dueling maps if you like -- you wont see or hear other players and they cannot interfere with your duel. They can also stand right in the middle of your match and watch the action for the best audience appreciation! enable/disable duel glow. With duel non-interference a glow around the dueling players is just a needless distraction! enable/disable saber style changes during a duel ## (Un)Nerfs: As noted in my Introduction, many folks have found JA overly nerfed. Well, Duelers/JA takes the gameplay back to the way it was in JO (and maybe a little farther), but while retaining all of the good new stuff provided in JA. Here is a description of the (Un)Nerfs. See the description of the cvariable m_nerf in the cvariable section -- you can control all of the un-nerfs! If you prefer the standard JA gameplay in a particular area, just disable the Duelers (Un)Nerf! Rolls in JA slow up too quickly and are very un-natural. In addition you can't roll unless you are running at full speed! Duelers/JA restores a natural roll (as it was in JO) and allows you to roll from a standing position (just like real life). The Lunge (or blue special) is nerfed so it can only be used on the ground. Duelers allows it's use in the air or after a flip. The Flip Attack (or yellow special) is heavily nerfed. You can't turn it and it is darn near completely useless! Duelers makes this attack much more powerful and you can turn it -- that is, you can keep it pointed at your target as the target moves! The Jump Attack (or red special) is nerfed so that it cannot be executed in sequence with other moves. Duelers removes this restriction. The saber staff special attack is nerfed so you cannot turn it except when you are touching the ground. Duelers allows you to turn this attack and also move it (albeit slowly). The dual saber special is nerfed so you can't turn it. duelers allows you to move this attack (albeit slowly). Back attacks are nerfed so they cannot be turned. Duelers removes this restriction. Note: this does not allow the backstabs to be turned as they are unblockable! Crouch/Spin attacks with the dual and staff sabers are nerfed so they cannot be moved or turned. Duelers removes this restriction -- however, you cannot move as fast as normal. The saber staff backflip attack is way too high in JA. Duelers lowers the height of the attack and makes it easier to execute. Now it is effective! Kicking while using the saber staff is nearly useless as the range is far to short! Duelers extends the range of the kick so it becomes a useful part of your arsenal! On demand saber configuration changes -- you don't have to leave and rejoin the game to change your saber from single to dual or staff. No restriction on use of saber throws in close combat. Enhance saber collision code for more consistent hits. Kicking (and saber throwing) for all stances I have left the kata moves (includes the dual barrier) and the dual blade special as they are in base JA. ## Emotes See the cvariables section for more information on m_emotes for controlling the use of emotes in Duelers/JA. Normally Duelers/JA will allow the standard game emotes in FFA and not just in duel gametypes. You can also use TAUNT, BOW, MEDITATE, FLOURISH, GLOAT while you are moving for some more fun during duels. As many of the old Duelers/JO emotes that still have appropriate character animations have been added to Duelers/JA. In addition, some of the new animations that looked like they would make good emotes have also been added. See the Emotes section of this document for more information. ## Server Administration Duelers/JA provides the same set of admin commands as Duelers/JO. These commands are selected and implement to be non-abusive to players. Furthermore, all admin commands that act on other players are logged. The server administrator can review the actions of all client admins. Duelers/JA also provides support for a 16 line Message of the Day. This message is show to all players when they join the server. It is typically used to describe server rules or special messages to all players. An administrator can also re-show the MOTD to any player at any time if the player needs a reminder. See the Administration section of this document for full information. The Cvariables section also describes the cvars that allow server admin to configure and control who has administration rights and what commands they are allowed to use. ## Clan Chat in FFA Duelers/JA provides support for private clan chatting in the FFA gametype. If a clan password is set up on the server and all clan members set the corresponding client cvariables so that they are recognised as clan members, the server overlays the normal team chat with a private clan chat channel. Using the normal team chat key in an FFA game will allow clan members to privately chat without being overheard by all players on the server. This is particularly useful for administration or for recruiting. ## Macro Scanning Duelers/JA has a full macro scanning and elimination package. If you hate macros then Duelers/JA will simply remove them (non-destructively) from any connecting player's active client configuration. Every player will have to play according to their own physical skills and training rather than their ability to program fancy key bindings. For more details on this capability and how it works, see the Administration section. ## Grapple Duelers/JA provides a grapple for players to use. The grapple shoots out along your target reticule and sticks to the first object it hits. At that time, you are reeled in to that position. Normally, you will also be effected by gravity while being reeled in towards the position of the grapple. If the grapple is attached to a moving object, you will continue to be dragged by the grapple as that object moves. To use the grapple, bind a key to the command "+button12". Press the key and hold to use the grapple. Releasing the button disengages the grapple. The use of the grapple can be controlled by the cvariable m_grapple -- See the Cvariables section for more details. ## Jetpack Duelers/JA enables the use of the jetpack code that is already (largely) present in Jedi Academy. However, Duelers/JA allows the use of the jetpack even if you have not found such an item in the map. To use the jetpack bind a key to the command "use_jetpack". This command acts as a toggle to turn the jetpack on and off. Use the motion keys to move with the jetpack. Use the jump key to fire the jetpack rockets. The jetpack uses fuel so watch the fuel level which is displayed on the lower right of your screen. The jetpack slowly recharges its fuel over time. The use of the jetpack can be controlled by the cvariable m_jetpack -- See the Cvariables section for more details. ## Advanced Ban Capabilities The advanced ban capabilities of Duelers/JO have been added to Duelers/JA. This code allows administrators to ban players much more easily and allows a much larger number of IP addresses to be maintained in the banned list. More information about the ban capabilities is presented in the section on Administration. ## Time Out to Spectator Support The cvariables g_timeouttospec and g_inactivity, now work in tandem to provide effective "reaping" of players who go AFK. These are normal JA cvariables but their behaviour and interaction is changed in Duelers/JA. The default value of g_timeouttospec is 60. This means that if a player is inactive for 60 seconds, they will become a spectator. Note that *all* activity counts including looking around, and or issuing commands on the console. If you want to disable this feature, set g_timeouttospec to 0. The default value of g_inactivity is 0. This disables disconnection of a player that has been idle. If however, you set this to, say, 600 then a player that had been inactive for 10 minutes would be disconnected from the server. They are warned first -- when there is about 10 seconds left in their time window. Activity in this case must be actual character motion -- chatting or just looking around does not count. If on your server it is considered a bad thing to have client slots occupied by AFK players, or where AFK players get in the way of other active play, then a good combination is to set g_timeouttospec to 60 and g_inactivity to 300. This way, after 60 seconds of true inactivity players are turned into spectators to get them out of the way. Subsequently, if the player stays a spectator for 5 minutes without moving around or rejoining the game, they are disconnected. ## Enhanced Voting Control and Customizable Votes The cvariable m_rV can now be used to permit or deny any of the standard game votes at the discretion of the server administator. It is now safe to set g_allowVote to 1 and customize only the votes you want to allow on your server. In addtion, using the enhanced voting system and a new set of sixteen cvariables (m_v1, ..., m_v16) it is possible to define completely customized votes for your server. These votes can be used to control features of the mod or for that matter base JA game features. See the Administration section for more details. ## User Interface Menu Enhancements The user interface menus in Duelers/JA support setting keys for all Duelers Controls. Go to the Controls menu (in game our out of game) and look for the Duelers tab. Set your key bindings in the usual way. You can also select a "Duelers" filter when you are searching for servers to join. This will filter for Duelers servers, so they are easier to find. You need to launch the client with the "+set fs_game duelers" command argument or load the mod before these menu enhancements are available since by default the client loads the base game menus. ## Crosshair and Scoreboard Enhancements Player names and their current dueling partner (if any) is provided in both the crosshair information and the scoreboard. Names are displayed in full colour. ## Jedi Council Force Rank A Duelers/JA server can be configured to provide force powers at the Jedi Council Rank. Set g_maxForceRank to 8 in your server configuration file (or use the GUI to launch a server with Jedi Council as the maximum Force Rank). On a server so configured each player is provided 150 force points so that they can have nearly all force powers (not quite all, because even Jedi Councillors still have a weakness). If you like plenty of force in your duels this setting is for you. ## Additional Client Commands Players can use the "motd" command at any time to see the Message of the Day for the server. Players can use the "showadmin" command to see who has admin privileges on the server.