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Player's Guide to Fistbox

Confused? Understandable. Read on below to find out how you do all the various cool things in Fistbox.

French translation - may not be up to date.

Table of Contents

Object Types

There is a variety of objects available for you to spawn. In Fistbox these are referred to as Object types. You are able to pick up all of the objects in this cathegory (with the exception of the SG) - in other words, NOT the weapon bullets. Change the object type used for spawning new objects using:

/type <objectname - partial match>

The command will also match partial names. /type saw will change the type to Chainsaw, /type stat to Stationary Gun, etc.

/typelist

Command synonymes: /typelist: /tlist, /typeslist

Will diplay the above list of object types in-game.

Offsets and Cursor Position

Quite often you don't want to create whatever you're creating right at your player's feet though. That's when you should use offsets.

/offset x/y <offset distance>

Command synonymes: /offset: /off

Sets the x/y distance offset from your player's current position. X is the horizontal axis, Y the vertical. You can specify negative offsets as well, just put a minus sign in front of the distance.

Example: /offset x -50 would set up the offset 50 units to the left of the player.

The position where objects will be spawned (your player's current position plus/minus the offset value) is in this guide called cursor position. And do note that this is not the same thing as the crosshair's position - there's no way for me to currently use the crosshair to set creation spots. Cursor position = player position +/- offset. Simple as.

Spawning Objects

To put the object type selection into use you need to actually spawn the object.

/spawn

Spawns the current object at your cursor position.

Sequence Spawning

Sequence spawning is actually pretty much the same thing as normal object spawning, but sequence spawning allows you to spawn multiple objects at once. The syntax for this command is:

/spawnseq <number of objects> <x increment per object step> <y increment per object step>

Command synonymes: /spawnseq: /sseq

For example, /spawnseq 50 -20 5 would spawn 50 cluster grenade kits moving 20 units to the left and 5 units down for every new kit created.

Weapons

You're able to give yourself with weapons in-game, and these are all you can equip:

/weaplist

Command synonymes: /weaplist: /weaponslist, /weaponlist, /weapons, /wlist

Brings up the above list in-game.

To equip you a new weapon simply type:

/weap <weaponname - partial match / weapon number>

So you can either write /weap barr or /weap 8 to give yourself a Barrett.

Godmode

/godmode <on/off>

Command synonymes: /godmode: /god

Makes you invulnerable.

Freezing

/freeze

Locks your player's position. Type once to freeze, type again to thaw.

Ruler

/ruler

Tells you the distance between two points. Use it once to set starting point, a second time to set endpoint and calculate the distance.

Position

/position

Command synonymes: /position: /pos

Displays your current X/Y position.

Checkpoints

/checkpoint <set - optional>

Command synonymes: /checkpoint: /cpoint, /checkp, /cpnt

First set the checkpoint position by using /checkpoint set (uses the player position, not the cursor position) - once you've done that you'll be able to teleport there by typing /checkpoint.

Remote Charges

The lightweight and much more limited version of emitters, but still pretty funky if you want to blow some shit up.

Command synonymes:
/remote set: /remote create
/remote removelast: /remote rlast

/remote set

Sets a new remote charge.

/remote info

Tells you how many charges you've placed.

/remote explode

Explodes all the charges you've set.

/remote removelast

Removes the last charge you set.

/remote clear

Remotes all charges you've set.

Remote Charge Sequence Spawning

/remoteseq <number of objects> <x increment per object step> <y increment per object step>

Command synonymes:/remoteseq: /rseq

Sequence spawns remote charges. Same syntax as /spawnseq.

Bullet Types

Before I introduce you to emitters and weapon modifications you need to get a bit more familiar with what bullet types you can spawn using them - these:

/bulletlist

Command synonymes: /bulletlist: /blist, /bulletslist, /bullets

Brings up the above list in-game.

Weapon Modifications

Yes, you can change the weapons.ini from inside the server as well.

Command synonymes:
/weaponmod: /wmod, /wm
/weaponmod set bullet: /weaponmod set type
/weaponmod set fireinterval: /weaponmod set interval

/weaponmod start <weapon name or number>

Selects a weapon to mod. Note that you need to use this command before any other weapon modification related ones.

/weaponmod stop

Stops modding a weapon, leaving it free for others to change themselves.

/weaponmod info

Displays some miscellaneous information about your current modification.

/weaponmod reset

Resets your selected weapon to its default state.

/weaponmod set <property> <value>

Changes the properties of a weapon.
Properties available:

Note: Changes are not instant, instead the weapons modification will update every 10 seconds.

For more information on what these properties actually do, read this.

/weaponmod save <name>

Saves a weapon modification so you can show it off to others and brag about it in the future.

/weaponmod load <name>

Loads an already saved weapon modification.

Emitters

Here's the fun stuff. Emitters constantly spawn new bullets, but can also be used in bursts to act the same way as remote charges. They are fairly advanced and a slight pain in the arse to set up, so read up on 'em below.

Command synonymes:
/emitter: /emitters, /emit
/emitter set: /emitter create
/emitter removelast: /emitter rlast
/emitter remove: /emitter rem
/emitter duplicate: /emitter dup
/emitter velx: /emitter xvel, /emitter vx, /emitter xv
/emitter vely: /emitter yvel, /emitter vy, /emitter yv
/emitter enable: /emitter on
/emitter disable: /emitter off

/emitter set

Places an emitter at your position (offset taken into account as well, of course).

/emitter info <emitter ID - optional>

Displays the number of emitters you've placed. For detailed information on a single emitter specify the optional emitter ID parameter.

/emitter velx/vely <velocity>

Sets the bullet velocity for the emitter. VelX is horizontal velocity, VelY vertical.

/emitter type <bullet type name - partial match>

Sets the bullet type for the emitter.

/emitter removelast

Removes the most recent emitter you've placed.

/emitter remove

Removes one or more emitters placed. If you want to remove more than one emitter at once, simply write the starting emitter, a dash, and then the ending emitter in the range you'd like to change; like /emit remove 2-3.

/emitter duplicate

Duplicates one or more emitters placed. If you want to duplicate more than one emitter at once, simply write the starting emitter, a dash, and then the ending emitter in the range you'd like to change; like /emit duplicate 1-10.

/emitter clear

Removes all emitters you've placed.

/emitter enable

Enables the spawnflow from emitters.

/emitter disable

Disables the spawnflow from emitters.

/emitter burst

Bursts all emitters, i.e. spawning bullets from them. In combination with /emitter disable this'll work just as remote charges.

/emitter change <emitter id> <property> <value>

Makes changes to an existing emitter. If you want to modify more than one emitter at once, simply write the starting emitter, a dash, and then the ending emitter in the range you'd like to change; like /emit change 1-5 type nade.
Available properties:

/emitter change <emitter id> x/y <position change>

Changes the emitters' position. The change is relative to the current, i.e. if you specify /emitter change 1 y -50 that'll move the emitter 50 units up.

/emitter change <emitter id> xvel/yvel <new velocity>

Sets a new velocity for the the emitters. Uses the same property synonymes as /emitter.

/emitter change <emitter id> type <bullet type - partial match>

Changes the bullet type, works in the same way as /emitter type.

/emitter direct <emitter id> <power>

"Directs" an existing emitter. It'll basically try to change the emitters velocity to have the spawned bullet reach your current cursor location. Power is how fast the bullet will travel. Experiment!

/emitter save <name>

Saves your placed emitters on the server.

/emitter load <name>

Loads an emitter group you've saved earlier.

Emitter Tutorial: Putting it all to practice

I admit that this emitter stuff is pretty hard to grasp at first, so here's a quick tutorial on how to set one up.

1. Set a bullet type.

/emitter type m7

I decide that I want to spawn M79 shells.

2. Set a velocity.

/emitter velx 5

/emitter vely -12

My bullet will move in a 30-ish degree angle upwards.

3. Place the emitter.

/emitter set

4. Tweak it.

Ugh. It didn't turn out the way I wanted.

First I remove it.

/emitter removelast

Then I change some properties...

/emitter type arrow

/emitter velx 3

/emitter vely -15

... and I create it anew!

/emitter set

Hm. I still don't like the way it turned out.. I need to move it a little bit to the right.

/emitter change 1 x 15

5. Save your work.

/emitter save myawesomework

If I'd ever want to load it again I could just type /emitter load myawesomwork now.

Emitter Tutorial: How to make a "fountain"

Written by xwd. Please note that this is rather outdated, and that /emitseqx is a much faster method than the one described in step 5.

Once you've figured out how to make an emitter, there are various things you can make with them. One of the simpler ones is a projectile fountain which will spurt out bullets in an impressive spray. It is made of several emitters in the same spot with differing VelX values, though each emitter may have a different VelY value.

1. Set a bullet type.

/emitter type plain

I like to use plain bullets as fountains. Make sure you're hold something which shoots bullets if you choose this, though.

Other bullet types which work well with fountains:

2. Set vely.

/emitter vely -10

The variable vely will remain constant as you create the fountain. Any negative value less than -5 will do the job nicely. Once you've gotten the hang of it, you can change

3. Find the place where you want to build the fountain.

Hmmm, the truck on inf_Rise looks good. I'll get on the roof now and freeze my position.

/freeze

This is important in case you accidently move or get moved. The emitters need to be in as close to the same position as possible.

4. Set initial velx and place first emitter.

/emitter velx -5

Your final velx will be the inverse of your initial velx.

/emitter set

5. Change velx and place next emitters.

/emitter velx -4

/emitter set

This will create an emitter shooting a projectile at a slightly different angle.

/emitter velx -3

/emitter set

As you can see, we are going to gradually increase velx and place an emitter to create projectiles at various angles.

/emitter velx -2

/emitter set

...

/emitter velx 5

/emitter set

Note that you may choose to change the vely for each emitter in addition to the velx to create different effects.

6. Step back and admire your work.

First, you're going to need to move out of the way.

/freeze

Now the truck has a fountain on top creating a beautiful display of bullets. Sweet. If you think you did a great job, you can save it.

Emitter Sequence Spawning

/emitterseq <number of objects> <x increment per object step> <y increment per object step>

Command synonymes:/emitterseq: /eseq, /emitseq

Sequence spawns emitters. Same syntax as /spawnseq.

Extended Emitter Sequence Spawning

/emitterseqx <number of objects> <x increment per object step> <y increment per object step> <x velocity increment per step> <y velocity increment per step>

Command synonymes:/emitterseqx: /eseqx, /emitseqx

Sequence spawns emitters in the same way as /eseq, but with the possibility to change their X and Y velocities as well.