
Unzip (manually or using the self extractor -under Windows-) inside the folder of OpenArena. Blast radius depends of how many ammo you had. You set it for self-destruction, left it on the ground and you get teleported away (you enter the spectate mode for some seconds): if no one grabs it in few instants, it explodes.
Plasma gun: orbiting plasma balls fly around your body for 30 seconds. It consumes 3 ammo, has a longer recharge time and needs a 1,5 sec also before firing, but you don't need to hit your enemy directly to hurt him. It uses 100 ammo and you can't fire for some seconds after use. For many seconds, every enemy which passes through it will be probably killed. A trap that can be placed in strategical points like next to a teleport exit. Lightning gun: creates a "lightning web". They fly a bit slower than normal missiles. Rocket launcher: homing missiles that follow your enemy. Shotgun: less projectiles, but more concentrated and higher fire rate (better than standard shot at distance). Machinegun: throws a "flare" which attracts homing missiles (fake target). This secondary function quickly consumes ammo, which can be regained by hitting opponents with its main fire, which does not require ammo. Gauntlet: makes a defensive liquid-metal shield. HTML "readme" files inside the mod's directory illustrate rules. There are some new items and powerups which alternate with standard ones: "Vampiric Health", "Accuracy", "Vitality", "Hologram Generator", "Speed".Īlternate Fire includes Unlagged technology from the same author. In "Capture the Flag" mode, after an enemy flag carrier is killed, it is not enough to touch your flag to have it return to your base, but you have to bring it back instead. You can defend yourself destroying enemy rockets, hitting them mid-air with your weapons. If you fire with BFG too many times without letting it cool down a bit, it will overheat and then explode, killing you. You will die if you try to use Lightning gun underwater (electricity + water = bad idea). Plasma spheres, rockets, grenades and bfg slugs "bounce" on jump-pads and are teleported if you shoot through gates (teleporters).
The mod also brings many other changes: ammo boxes explode after they get 100 damage.
See below for complete list of second weapon functions. But in case a map includes a "standard" Q3/OA offhand grapple to pick-up, there is a problem: please read Troubleshooting section of this page for infos and how to avoid the problem.).Īlternate fires can consume more or less ammo than standard ones. AF features a customized "quick" offhand grapple, which is enabled -in this case, always equipped- or disabled via \g_offhandgrapple variable (default value is 0). You must bind the alternate fire to a button (and you can set a key for the grappling hook, too. Primary feature of this Mod is adding a second function to every Q3A weapon.