USCM Q2CTF Communication Script Documentation

v3.32

This script is the standard communication script for Q2CTF games and should be adopted by all marines participating in the Q2CTF division.

USCM Eyes only!!! DO NOT DISTRIBUTE

NEW! Get the radio wave files!- extract them with folder names into your ctf directory. They should end up in Quake2\ctf\sound\radio. You need to use the latest script (v3.32) to use them, so download that as well.

Download:
Radio wave files
Communication script v3.32

Communication script v3.32

Contents

  1. Installation
  2. Overview
  3. Customization
  4. How to use this script in the game
  5. Rejected Communications And Reasoning

Installation

a) Put the contents of the zip file and into your ctf directory under Quake2
b) Create or edit the file "autoexec.cfg" UNDER THE CTF DIRECTORY, adding the line:
exec uscmcomm.cfg
DO NOT mess with the "autoexec.cfg" file under baseq2 directory.

That's it. You should see the line "USCM Q2CTF Comm Script Active" when you are entering a ctf game. You're in business.

Overview

By default, this script uses keys Q, E, F, G and keys Z, X, C, V, B (bottom left part) for fastest access (assumes keys W, A, S and D are used, along with the mouse, for movement)

suggested teamsay key: R

 Q     E  R  T   <-- Q=Yes E=No R=Teamsay T=Say
          F  G   <-- F=Menu/Cancel G=IgnoreLast
 Z  X  C  V  B   <-- Main keys corresponding to five communication groups.
Observant players will note that this conflicts with the crouch key used by Quake 2. For this reason, this script remaps crouch to the ALT key. If you need to remove/redefine this, edit the line that says bind ALT +movedown. You can also assign the third group to a different key and remove the bind ALT line altogehter.

If you need to further modify the key setup (which is really easy to do, see below) make sure you group the keys in a similar fashion for easy access. You can use any script you like, really, but the messages should be the same, word for word and used in the same way. This is required to avoid confusion in the battlefield - messages worded in different manners are confusing and when they are used to mean different things, we cannot work together.

With this script, the basic idea is you select a group, and then a particular communication from that group

  1. Choose group, causing keys to be remapped.
  2. Choose a communication from that group.
  3. Choose another group etc.
(There are 5 groups: Misc, Incoming, Carrier, Custom messages and Taunts)


For example, Z is the key for the misc group.

  1. When you hit Z, keys Z to B are remapped to misc communications.
  2. If you hit Z again, you'll say "Need Help NOW!", X will give you "Still moving into position" etc.
  3. Then the keys Z to B will revert to the "group" mode again.
  4. If you choose a group, and later wish to cancel it and return to group selection again, you simply hit F (the menu key) which also doubles as cancel.

There are also three always available commands:
"Affirmative", "Negative" and "Scratch that"(Ignore last command)

The script not only outputs text messages, but also audio messages as well! However, for this to work you need to be on a server that supports the voice radio and also have the wave files that go along with it. When you start the game, you should hit the key indicating whether you are on a standard public server with no radio support, or on a server that supports radio. More about this later.

The script is VERY powerful, and while it may seem complicated at first, it's actually very simple to use once you get used to it.

Customization

You neither have to use the default key bindings, nor have to extensively edit the file to map to new keys.
Key mapping a very simple process: near the beginning of uscmcomm.cfg, you'll see a section titled:

//KEY BINDINGS

and a series of set commands in the format:

set MenuKey f <-- Key mapped to

Just change the key mapped to (e.g. 'f') to whatever you want, but keep the original layout in mind:

You can try the function keys or the keys on the numeric keypad.

The other customizable sections are:

//CUSTOM

and

//TAUNTS

Custom section is for custom messages you might have. Even though I put this capability in, I advise against it. Custom messages serve to confuse, unless they are real simple or rarely used.

To use the custom group, the fourth group, enter your custom messages to the right of the lines that read "set CustomX" and enter the labels for the help line next to "set CXlabel" where X is a number from 1 to 5. You also need to remove the //s to the left of the set statements.

Using next section, you can define your very own taunts. Do NOT abuse these and disrupt the communications. Taunts go to everyone, not only your team. There are already five predefined taunts, but those are merely samples - use your own. Your character will also flip off whoever you are looking at while delivering the taunt.

Do not touch anything below the line that reads, logically enough:

//DON'T CHANGE ANYTHING BELOW THIS LINE!

or you'll mess up the script.

How to use this script

Configuration Keys

You need to use these keys at the beginning of each game:

Attacker Key (PGUP) = You hit this at the beginning of the game once if you are on offense. This attaches an "[A}" at the beginning of your messages to indicate you are an ttacker.
Defender Key (PGDN) = You hit this at the beginning of the game once if you are on defense. This attaches a "[D}" at the beginning of your messages to indicate you are on defense.
Public Server Key (HOME)= You need to hit this key if you are on a public server that has no voice radio support to avoid sending out spam (radio commands will not be recognized by the server and will be sent out as chat messages otherwise). Required just once at the beginning of the game.
Radio Server Key (END)= You need to hit this key if you are on a server with radio support to enable redio communications. Required just once at the beginning of the game.
Radio On/Off (DEL) = Turns radio on and off, provided you are on a Radio enabled server and hit the key designating so. This is useful if you want to turn radio reception off.

Always bound message keys:

Menu/Cancel Key (f) = Displays the main menu, or if you have selected a group by mistake, cancels it, allowing you to choose another.
Ignore Key (g) = "Scratch That", meaning last communication was in error - ignore.
Yes/In Position Key (q) = "Affirmative/In Position %L." - Command acknowledged, positive response or Ready to do as you say.
No/Out of Pos. Key (e) = "Negative/WAY out of position." - Negative response, or I can't man my position at this time (someone else should - I'm too far away or need lots of equipment).
Here are the communication groups and their uses: (%L always reports your current location btw - e.g. near the Quad damage)

Misc commands

Z=Need HELP at %L NOW!
Standard request for help, either defense, or attack. Marines should immediately assist (defenders assist other defenders, and attackers assist other attackers.
X=Moving into position, I'm currently %L.
Use to indicate your readiness, or your place when you are carrying the flag. This essentially means that you are not in position yet, but will be so in a short while. Compare with "Negative/WAY out of position." which means you won't be able to make it in a reasonable amount of time. This is also used by a defender when looking for the flag carrier (and thus out of position)
C=Base overrun! Secure it!
Whenever the last defender in the base is dead, this should ALWAYS be reported. Defense should formate around the base, proceed with caution and if possible attack in numbers to avoid ambushes. If the defenders respawn right near the base, they should grab the nearest weapon and go straight in without waiting for others. CARRIER SHOULD NOT GO INTO THE BASE! Repeat twice if the carrier is on the way to warn him.
V=Base has been resecured.
Only use this to stand down after the base has been overrun. Do NOT use it after an attack on the base which has been successfully repelled.
B=Tech found %L
Use this whenever you come across a tech and there's nowhere nearby to pick it up. Any marine hearing this should head that way if possible if they don't have a tech.

Incoming/Escaping

Z=INCOMING thru PRIMARY route
Incoming enemies announcement is very important, especially when the enemy is skilled or heavily equipped. This is doubly important when our carrier is around the base. Defense should get ready for heavy assault when they hear this. This message is used when the enemy is coming through the predetermined primary route for the level.
Z=INCOMING thru SECONDARY route
As above, except the attack is coming through the second route.
C=INCOMING with QUAD!
If the enemy has Quad damage, this should be issued right after one of the above warnings. The route is more important then whether the enemy has quad or not!
V=ESCAPING Carrier thru PRIMARY route
Failed to defend the flag? Announce the route the carrier has taken! Offense should move to intercept the carrier on his way to his base.
V=ESCAPING Carrier thru SECONDARY route
As above, except the carrier is escapong through the predetermined secondary route. Note that the escape and incoming routes can be totally different.

Flag Carrier commands

Z=Flag Carrier needs Escort %L NOW!.
Used when the flag carrier is low on health/armor or under attack. Offense or perimeter defense in close proximity should go assist immediately. Do NOT use the escort command when you have tons of health, armor and are not under attack - you'll needlessly distract your fellow marines who could be needed elsewhere.
X=Flag Carrier is %L, %h, %a.
Use this to continually inform the team of your status, so that the escort can eventually home in on your position or at least know where to meet you.
C=NME Flag Carrier spotted %L!
This should ALWAYS be reported whenever the enemy carrier is spotted! The nearby offense should immediately head to that location, keeping in mind that the carrier will most likely move towards his base. If the offense is farther out, then they should cut off the possible escape points from that location.

D=Escorting Flag Carrier.
Issue this when you have acquired Flag Carrier and escorting so that the rest of the team can go about their duties.
E=On Flag Retrieval.
Both offense and defense could use this to indicate they are chasing after the flag carrier, and therefore out of position

Custom

Taunts

Taunts can be liberally used and redefined. Make sure you don't spam too much, disrupting our comms.

Considered & Rejected Communications

Need more Defenders at base
Unnecessary. The number of defenders and attackers are fixed at the beginning of the game, and everybody should stay at their position. If the defense needs to request assistance, then the "Need help (%L) now!" command is used and the nearby attackers will assist.
Defense Pos (%L) Secure!
Redundant. We have piggybacked the "Ready, in position" command to the Affirmative key.
Defense Pos. Down!
Unnecessary. It will be decided prior to the game who will occupy what critical defense position. If the death message is seen, it is to be assumed that the defense position is down.
I'm switching to Defense/Offense.
Unnecessary. No switching shall occur. If the formation is changed within the game, the batallion leader will announce the change, and who should switch from offense to defense or vice versa. If a defender goes after the flag according to the tactical guideline, he is essentially conducting defense. If an attacker pulls back to defense, he is essentially not ready for attack and that's all he needs to say.
%n, slow down, wait for me.
Hard to use, somewhat unnecessary. The carrier turn around check for the availability of an escort near midway point anyway. As for linkups, again, given the tactics, you should wait for ~20 seconds if the other attackers have notified they are moving into position, or proceed alone if they said they can't be ready in time.
Offense: Get in pos. to Storm enemy Base & Acknowledge
Redundant. That's the standard operating mode for offense anyhow. Attackers should always get in position and acknowledge readiness, unless the situation warrants single man attacks. If the announced position is near the enemy base, then proceed to your ingress (Attack) point. If it's near the designated link up point for the map, then proceed there.
Offense: Let's Rock Marines! Go Go Go now!!
Redundant. Attack should commence regardless either when 20 seconds have elapsed since the last ready signal, or all available attackers have signaled ready.
Offense: Regroup
Leader only command. Removed from the standard keys.
Defense: Extend NOW!
Leader only command. Removed from the standard keys.
Is Base Secure?
Unnecessary, if the defense properly announces when base is taken. If there's a fight going on, the carrier will hear gunshots anyway.
Base now secure.
Somewhat unnecessary, and misleading. Many times will a defender use this after an attack only to be immediately attacked by the next wave of enemy. See "Base succesfully resecured." instead, which is only used to stand down after an overrun.
Marine names
Unusable in the heat of battle. Just as easy to type in the names.
Base under Attack! Help!
Unnecessary in a clan environment where everyone knows what to do. Those close enough to assist will hear the battle sounds and the offense should not bother anyhow (unless close to base)
Flag's Gone! Grab theirs & Intercept carrier!
Redundant. HUD displays this information.
From Flag Carrier: Leave me, Get the flag back.
Unnecessary in a clan environment where everyone knows what to do. Flag carrier won't be left alone.
That's about it. If you need help, or have any suggestions or comments, contact Hudson.