Readme for mp_bits2, "Road Junction 2.1"
Build 2007-07-13
Author: {FKR}Screwtape

How to use mortars

One player must be in proximity to one of the radio locations on the map.  This player uses their binoculars to locate a target, and press their USE key.  This drops an artillery flare on the location of the target, and sends a verbal notification to the mortar battery for the player's team.  If not disabled, targeting a location will also cause an automatic 3 round mortar strike.  Players manning the mortars for their team can fire their mortars by standing next to them and pressing their USE key.

There is a reload delay between changing targeted locations, a limited amount of ammo for the mortars, and only one targeted location can be active at a time, regardless of how many people are spotting targets.  Learn to cooperate and communicate!

Issues, Issues, Issues
This latest update is an attempt to correct a number of issues.
1.      There is/was a bug in the mortar damage code causing it to credit users from random bombardment kills; to the best of my knowledge this has been corrected.
2.      The "invincibility" issue noted on the Anarchic servers seems to be tied to the random bombardment, use the "bits2_noarty" cvar to disable it, but I believe I've the problem in this update.
3       Added a number of cvars at the requests of admins who want to customize gameplay.

Map changes
1.      Removed some window crossbars that interfered with spotting.
2.      Moved radio from postoffice as it interfered with gameplay.
3.      Added some jump-over spots on fences.
4.      Finally got the light-map defined for the map, and got it compiled into it. (I would have done this earlier but the stupid compiler eats my light-grid file every time I compile the map.)

// Default settings CVARS
"bits2_mortar_rounds" -- Sets the number of mortar rounds that player fired mortars can fire.  Value must be greater than 1 (no 0 value).  The default is 99.
"bits2_random_mortar_freq" -- Sets the frequency is seconds between random mortar bombardments.  The default is 90.  Value must be greater than 0.
"bits2_mortar_spread" -- Sets the maximum spread of both random mortars and user fired mortars on targets.  Greater the value, the less accurate the mortar.  Value must be greater than 0. Default value is 250.
"bits2_mortar_reload_delay" -- Sets the delay between players directed spotting rounds.  Value must be greater than 0.  Default value is 30.

// Enable/Disable Feature CVARs
"bits2_random_flags" -- When set to 1, this enables code that picks one of 4 possible flag positions for the CTF gametype.  With this enabled, there is the potential for flags to be in a different position every time the map is loaded.
"bits2_no_automatic_strike" -- When set to 1, will disable the automatic mortar strike when spotters drop an artillery flare on a target.  Player fired mortars will still fire to the targeted location, however.
"bits2_no_shellshock" -- When set to 1, will disable the shellshock effect from mortar strikes.  This might correct the invincibility issue noted in Anarchic mod.
"bits2_noarty" -- When set to 1 will disable random mortar bombardments entirely.
"bits2_noweather" -- When set to 1 will disable weather effects.
"bits2_nomortars" -- When set to 1 will disable user fired mortars entirely.

Contact -- You can always get in touch through FKmod's custom mapping forum.  I try to stay on top of issues brought to my attention, but unless I can duplicate what you are seeing, I can't fix the problem.

