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docs.hh

How to Play HeadHunters:

1) Kill a guy, grab his head.
2) Take it to the altar to score a frag.
3) Take a bunch of heads to score a bunch of frags.

1 head = 1 frag. 4 heads = 4+3+2+1 = 10 frags.
objective

The objective of Headhunters is to collect heads by gibbing your arena opponents and take those heads to the altar where frags are awarded by the gods. 

The more heads you are able to bring to the altar at one time the greater your reward.  Bring one head to the altar and the gods will award you one frag.  Bring two heads at once and the gods will give you three frags (1+2).  Bring three heads and the gods will bless your score with 6 frags (1+2+3). 

There is no limit to how many heads you can collect before scoring at the altar, but there is a danger in going for big scores.  If you are killed you drop all the heads you collected (you're dead, right?) and suddenly you can't score the points they might have meant to you.  The noggins you dropped are now available for anyone to pick up and score.   So you have to weigh the benefit of going for high scores against the danger of losing everything. 

Happy hunting...

new stuff

Greeed gamemode: To make the simplicity just a little tougher, this mode of HeadHunters forces you to have X amount of heads before you can score. The game will tell you when you have enough, but the default is 8.

Razorgun: It shoots ripsaws and they bounce around. Ouch. (sorry, no more plasmagun)

Leech powerup: It replaces regeneration, but appears the same. Leech forces you to continue to frag away. . . as you deal death, a portion is returned as life to you. Hurt to heal.

Fist of the Gods powerup: Beat people up. Hard. After grabbing the Golden Fist powerup, kick-effect from your shots will be stronger, knocking people about. The best part is that they will probably drop heads along the way. Of course, the stronger the weapon, the stronger the kick and the more chance you have to knock off heads.

Harvester powerup: The strongest of the new powerups, the globe with outstretched chains will give you the power of head gravity. They'll roll from all around just to hang from your belt.

Having all 3 would be the ultimate combination: You can knock heads around and catch them out of thin air, and with Leech you might actually last long enough to cash it all in (=

altar camping

The gods do not like people who camp at the altar trying to steal hard won stashes of heads.  If you hang near the altar a countdown will start.  When the countdown ends, the gods will begin taking away your items one by one until you are left with nothing but a gauntlet.  Don't camp at the altar!

Nothing more frustrating to work at getting a good load only to have someone camping near the altar nailing you for your last 40 health.

The altar first determines if it can see you and it has a couple of ways to do that.

  • If you're within a certain radius, you'll get the countdown. Whether or you're around a corner, behind a pillar, whatever, it will still see you.
  • If it can see you directly, out to a distance well beyond the radius, it will see you. This isn't unlimited distance, but is a pretty good way.

Take Note: If you happen to be around the altar but in a fight, it won't bother you. It will stop ppl from standing around waiting but it enjoys a good fight.

Once the gods decide you're camping, you get 10 seconds to clear out. After that, they start taking your stuff, starting with ammo, then with weapons leaving you with your rusted palm. And to teach you a further lesson, you won't be able to pick the stuff back up.

the hud

  • Not in the pic: High head carrier. In place of the guy that hurt you last, the face you see in the upper right corner is the guy carrying the most heads. Particularly helpful in Greeed HH.
  • Carried heads are displayed on the hud down the left hand side of the screen.
  • Under the headline (hehe) 4 / 10 means 4 heads worth 10 frags. As the line gets longer, the carried score changes. If you are carrying more heads than can be shown (10 i think) then the rest will not show but the carried score will still change.
  • Over the player health up to three lines of head pickup and drop information is displayed. (the green text that you cant read thanx to jpg compression)
  • Right side bottom, the big red 9 is camping countdown. When it reaches 0 you start losing stuff.
  • Below the camp timer will be the Q3 standard score boxes.... your score, highest score, fraglimit.
  • "THE GODS HATE CAMPING" that's in the middle of the screen accompianies the camp countdown.
  • Just above the green notifier text is the altar. Yum.

variables

These commands can be plugged into one of the 4 configuraton files to customize your action, or the game play on your server.

server.cfg

This is the same file that has the settings for fraglimit, timelimit, rcon_password, servername, etc.
g_greeed [1|0] Toggles Greeed game mode. (default 0)
g_minHeads [any #] Sets minimum head cap amount for Greeed. (default 8)
g_fragKills [1|0] Toggles whether or not a straight up kill scores a frag (default 0)
g_camp_radius [any #] Sets the visual range that the altar has to determine camping (default 350)
g_harvesterRadius [any #] sets how close you have to be to a head before the harvester effect kicks in (when you have the powerup)

hh.cfg

These items go in the hh.cfg under a header of [headmotion]. You could change them at the console but ppl wouldn't like you much (=
g_headBounceScale [multiplier] Sets how much velocity a head will lose after hitting the map.
g_headSpeedScale [multiplier] Sets the multiplier of how fast and furious heads fly. Set in the hh.cfg. Normally used to slow things down in space maps.

altars.cfg contains coordinates for custom altar placement... which is detailed a bit more below.

hh.cfg also contains the nouns verbs and adjectives for pickup messages and the physics multipliers for how heads bounce about. The file should be divided into several sections. See the existing hh.cfg for examples.

items.cfg can be used to change the items on ANY map by providing the entity names. Look in the file to see how it works (really simple).

On the client, the hud items can be added or removed for your own customization. These of course would be strictly console or q3config.cfg entries.

q3config.cfg

HUD customization commands
cg_drawheads [1|0] Toggles the "headline" down the left side of the screen
cg_drawHeadPickups [1|0] Toggles pickup messages
cg_drawHeadDrops [1|0] Toggles dropping messages
cg_drawHighHead [1|0] Toggles showing the dude carrying the most heads

binds

throw [bind p throw]

with throw you can throw heads about, presumably in the vicinity of a teammate in team dm.

Why drop heads? The scoring scheme used by Headhunters provides the answer. If Joe is carrying 3 heads (worth 6 frags) and Joe's teammate Sam is carrying 2 heads (worth 3 frags), if either Joe or Sam gives up his heads to his teammate then that teammate will then have 5 heads worth 15 frags... a net gain of 6 frags.

That, and they make great lures... especially if you chuck one onto a bounce pad

altar placement

Altar placement is figured in one of 3 ways for any given map. It will check for altars in the following order.

  • Mapper placement
    If the mapper has put in an info_altar entity then the altar will appear at that position.
  • altars.cfg entry<br> You can specify where you would like the altar on a map without an info_altar entity by putting world coordinates into the altar.cfg. Step ingame, find a good spot, then type /viewpos at the console to get the position.
  • Using an existing spawn point
    If the above 2 items haven't been used, then the first spawn then every 6th thereafter will get an altar. #1, #7, and so on. This is the default placement and ensures that every map will have an altar. Also, it scales rather nicely with this size of the map.

Note:
Q3DM maps have their positions pre-entered into the altars.cfg. change at your leisure.
The altar is dropped to the floor from its origin when the game starts.

.cfg settings

HeadHunters will read hh.cfg at startup to retrieve head pickup verbs, nouns, and adjectives and headmotion. The format of the hh.cfg file is fairly simple: each section title is enclosed with brackets; character string values are always enclosed by double quotation marks. The hh.cfg file should be placed in the server's [quake3]/hh3 folder. Examples:

[pickup nouns]
"head"
"cranium"
"skull"

[pickup adjectives]
"dead"
"still steaming"
"slick"

[pickup verbs]
"bagged"
"chained"
"roped"

You may have up to 16 pickup nouns, 16 pickup adjectives, 16 pickup verbs

Headmotion variables were designed with spacemaps in mind. After the section header the line format is "mapname" g_headspeedscale g_headbouncescale

[headmotion] "q3dm16" 0.5 0.2 "q3dm17" 0.5 0.2

mapping entities

info_altar

You can use a custom model and custom size n stuff for the altar.
model - model of the altar, defaults to "models/mapobjects/altar/altar.md3"
mins - min boundaries of altar, defaults to "-48 -24 -0"
max - max boundaries of altar, defaults to "0 24 16"

weapon_plasmagun

Razorgun weapon. Uses all the standard entity keys of any weapon.

ammo_cells

Razors, ammo for Razorgun weapon. default count of 30 from pickup.

item_fistofgod

Fist of the Gods powerup, default time 30 secs
The Fist will bash the target around with several times normal kick and will knock heads off of that persons chain, regardless of the weapon used.

item_harvester

Harvester powerup, default time 30 secs
Harvester will cause heads to gravitate towards the player. Range is determined by the server config variable g_harvesterRadius.  

item_regen

Leech powerup, completely replaces Regeneration, default time 30 secs
Leech will transfer some of a hurt they deal as heal back to the player. Quad multiplies the effect.

credits

Before everyone else, i need to thank these people:

first and foremost, the man with the complete plan, Juz
who performed lots of cleanup, bugfixing, and even added a couple new things. Without him you probably wouldn't be reading this page. Mega Thanks to Juz

Then, a d0od that was asked in just to do a map and wound up doing hella more, ease, who also played producer while i was off getting a baby. Without him you probably wouldn't be reading this page TODAY. Thanks to ease

Then, another do0d that was merely asked to do a map and did 2 as well as much more than expected, Go0se who stepped away from HH only after he was called up to work on Unreal 2 (i think). Thanks Go0se.

and last but by no means least, Rorshach who, aside from becoming one of my better pals in the world (literally) had at least a hand in every facet of the game. In 2 years he did most of the 2d art between bouts in the hospital, hopping 4 countries, getting married, and taking and leaving at least 3 industry jobs. To him i say go get pissed!
  • Charlie Zimmerman - Originator of Headhunters, creator for Quake & Quake2. Coder of Headhunters Classic for Quake3.
  • David Hyde - Creator of Gensurf and Roll Your Own. Coder on Headhunters Classic for Quake3.
  • Redrum - Headhunters enthusiast. Headhunters Classic bot coder.
  • Rorshach - Art director. All player skins including damage skins. Texturesets: Clockword Droid, Vendetta, Single Malt, most of Broken Soul. Splash screen for Headhunters Classic.
  • StrangeFate - 'The Core' texture set.
  • Monsto Brukes - Coordination, project direction, player and game sounds. Web design and promotions. Head cheerleader/feedbacker and unfinished map king (until q3hh11 Boilermaker (= )
  • Shine - Altar, Fist and Harvester Models and Miscellaneous Model artist.
  • Jay - Model artist for Tarot. Head Chain, Cluster model, and R7 player model.
  • MoRPHeuSS - Absolute last minute Harvester powerup model tweakage.
  • zer0/Flux - Bot personalities
  • Modelling Credits:
    [13:11] Monsto: lo mate . . . tidying up the last bits of HH and i'm rebuilding the web and adding credits. Who did all the player models?
    [13:13] Rorshach: gwot modelled - Carnun, V1134, Boiler and Shaitan, but roger666 optmised Shaitan and did the mesh. Jay modelled and animated R7, nemesis modelled Rapture and animated everythign apart from v1134, which was forgotten about totally :(((
  • Programmer Corp: RR2D02 (1.17->1.27 mostly), Hentai (HH 2nd Age beginning programmer), inolen (...), Spider (ui)

Mappers

  • Scampie - Clockwork Droid, Vendetta
  • cyBeAr - Single Malt (unfinished, later release)
  • Jherax - Clockwork Processor
  • Major Dump - The Core
  • Goose - Cold Logic, Broken Soul
  • AstroCreep - Ruthless Agression
  • ease - Flat on your Biz-ack, Void Indigo
  • Monsto - 15 Days to Boilermaker
  • Equim - Sweet Blood