Enemies

The monsters

Stopping you from achieving your objectives are the computer controlled monsters (AI enemies). These appear in greater numbers than players and are a lot smarter than they were the original Half-Life, with new tactics and abilities. In most cases, monsters are hostile and should be killed as soon as possible. Occasionally however, you will meet friendly (player allied) monsters, who can follow you and attack your enemies (more on that later).

Sometimes these monsters may be similar to generic Half-Life monsters, but in other cases they may be stronger, faster or have new attacks. When playing a new map, you can never be certain of what you might find yourself up against.

  • For a full list of enemies in Sven Co-op check the enemies listing
  • Sven Co-op features monster replacement technology, allowing level designers to add unique monsters to their maps (i.e. Axis soldiers in AfrikaKorps and sharks in Incoming)

Cheat commands

The cheat commands built-in to Sven Co-op can only be used under certain conditions:

  • If the server is for Internet players, it cannot have a maximum capacity of more than 3 players — LAN servers do not have this restriction.
  • If CVAR «sv_cheats» is 1 anybody can use cheat commands.
  • If CVAR «sv_cheats» is 2 only can use cheats, and will not be subject to the server capacity restriction.
  • If CVAR «sv_cheats» is 255 anybody can use engine diagnostic settings (such as gl_wireframe) even in a multi-player game.

If a cheat command is attempted and these conditions are not met the player is told why, and the server will log this event (or print it in the console if logging is disabled).

Cheat commands are useful for private testing sessions, particularly for map authors as they provide some useful controls and limited debugging capabilities. If this is for you we advise you check the provided file «map_test.cfg» as this contains a range of command aliases and bindings to help you do this.

Here is a list of cheat commands currently available:

Command Parameters Description
Basic modes
godmode = disable1 = enable Enable or disable god mode.You will be immune to all damage against your health, but not HEV battery. A map entity can still forcibly kill you, and the kill command will still function as normal.
cl_noclip = disable1 = enable Enable or disable no-clipping mode.You will be flying instead of walking, and can move through solid matter like a ghost. You will not be non-solid yourself though, meaning NPC’s can still touch/damage you, and you will still interact with brush based triggers.
cl_notarget = disable1 = enable Enable or disable non-targetable mode.You will be completely invisible to all NPC’s, though they can still hear you (they will try to find you), and can damage you by accident.
cl_nonsolid = disable1 = enable Enable or disable non-solid mode.You will become non-solid like a ghost, thus players, NPC’s, and brushes can pass through you without touching/damaging you. If something moves inside you and stays there however, you will be unable to move away as that other object is still solid. You will also not take damage from solid type objects (bullets/blades/etc), but particle type damage (explosions/fire/freeze) will still hurt you.
Equipment & status
give Weapon/ammo/item name Give yourself some equipment (weapons, ammo, and items).Names should reflect the entity name of the equipment, for example weapon_shotgun, ammo_rpg, or item_longjump. You cannot use this to obtain item_inventory based items, use the trigger command instead.You can technically give yourself any entity (such as a monster), but be warned the effects can be anything from humorous to catastrophic.
giveallimpulse 101 N/A Give yourself every weapon in the game with some ammo for it. The minigun and shock rifle are omitted due to their exclusive usage constraint.
givepoints Number Give yourself score/points. You can use a negative value to deduct points.
reviveme N/A Revive yourself if you’ve been killed. You will be revived with half health.
healme N/A Fully restores your health.
chargeme N/A Fully charges your HEV suit battery.
Map testing/debugging
teleport Co-ordinates as X Y Z Teleport yourself to specific co-ordinates.
trigger Map entity name Trigger an entity in the map by its target name.This is best avoided for all but map authors, or those with good knowledge of the map in question. You as an entity will be passed to that entity as its activating and calling entity.

Cheat commands

The cheat commands built-in to Sven Co-op can only be used under certain conditions:

  • If the server is for Internet players, it cannot have a maximum capacity of more than 3 players — LAN servers do not have this restriction.
  • If CVAR «sv_cheats» is 1 anybody can use cheat commands.
  • If CVAR «sv_cheats» is 2 only can use cheats, and will not be subject to the server capacity restriction.
  • If CVAR «sv_cheats» is 255 anybody can use engine diagnostic settings (such as gl_wireframe) even in a multi-player game.

If a cheat command is attempted and these conditions are not met the player is told why, and the server will log this event (or print it in the console if logging is disabled).

Cheat commands are useful for private testing sessions, particularly for map authors as they provide some useful controls and limited debugging capabilities. If this is for you we advise you check the provided file «map_test.cfg» as this contains a range of command aliases and bindings to help you do this.

Here is a list of cheat commands currently available:

Command Parameters Description
Basic modes
godmode = disable1 = enable Enable or disable god mode.You will be immune to all damage against your health, but not HEV battery. A map entity can still forcibly kill you, and the kill command will still function as normal.
cl_noclip = disable1 = enable Enable or disable no-clipping mode.You will be flying instead of walking, and can move through solid matter like a ghost. You will not be non-solid yourself though, meaning NPC’s can still touch/damage you, and you will still interact with brush based triggers.
cl_notarget = disable1 = enable Enable or disable non-targetable mode.You will be completely invisible to all NPC’s, though they can still hear you (they will try to find you), and can damage you by accident.
cl_nonsolid = disable1 = enable Enable or disable non-solid mode.You will become non-solid like a ghost, thus players, NPC’s, and brushes can pass through you without touching/damaging you. If something moves inside you and stays there however, you will be unable to move away as that other object is still solid. You will also not take damage from solid type objects (bullets/blades/etc), but particle type damage (explosions/fire/freeze) will still hurt you.
Equipment & status
give Weapon/ammo/item name Give yourself some equipment (weapons, ammo, and items).Names should reflect the entity name of the equipment, for example weapon_shotgun, ammo_rpg, or item_longjump. You cannot use this to obtain item_inventory based items, use the trigger command instead.You can technically give yourself any entity (such as a monster), but be warned the effects can be anything from humorous to catastrophic.
giveallimpulse 101 N/A Give yourself every weapon in the game with some ammo for it. The minigun and shock rifle are omitted due to their exclusive usage constraint.
givepoints Number Give yourself score/points. You can use a negative value to deduct points.
reviveme N/A Revive yourself if you’ve been killed. You will be revived with half health.
healme N/A Fully restores your health.
chargeme N/A Fully charges your HEV suit battery.
Map testing/debugging
ent_name_ahead N/A Shows the class, target, and model names of the entity directly ahead of you.
ent_trigger_ahead N/A Triggers (toggle) the entity directly ahead of you.
teleport Co-ordinates as X Y Z Teleport yourself to specific co-ordinates.
trigger Map entity name, Trigger type, and Entity value Trigger an entity in the map by its target name. The trigger type and entity value are both optional.Trigger type can be on, off, set, toggle, or kill. The entity value is commonly used in conjunction with the set trigger type, for example with a game_counter entity. The kill trigger type deletes the entity.This is best avoided for all but map authors, or those with good knowledge of the map in question. You as an entity will be passed to that entity as its activating and calling entity.

Characters

Scientist

  • Class: Human passive
  • Weapons: None
  • Special abilities: Can heal and revive other allies
  • Role: Healing players, creating catastrophes
  • Scientists are often required to unlock a specialist area for your team to proceed. Ensure you keep them alive.
  • Scientists are all medically trained. If you use a scientist and your health is low, he will heal you.
Barney

  • Class: Player ally
  • Weapons: 9mm pistol
  • Special abilities: None
  • Role: Defense

Security guards are often required to unlock an area for your team to proceed. Ensure you keep them alive.

Otis

  • Class: Player ally
  • Weapons: Desert eagle
  • Special abilities: None
  • Role: Defense

Security guards are often required to unlock an area for your team to proceed. Ensure you keep them alive.

Grunt

  • Class: Player ally
  • Weapons: MP5; M16 with grenade launcher; Shotgun; SAW; RPG; Hand grenades; Kicking
  • Special abilities: Can call for a medic grunt for healing
  • Role: Attack
  • Grunts have various weapon load-outs and will work in squads effectively.
  • Grunts can be very helpful in dangerous combat. Get them to follow you and help you fight.
Medic grunt

  • Class: Player ally
  • Weapons: 9mm pistol; Desert eagle
  • Special abilities: Can call for a medic grunt for healing, can heal and revive other grunts
  • Role: Support
  • The role of the Medic is to keep the squad alive. Ensure that you also keep him alive with your medkit.
  • Medics will attack near by enemies, but will immediately run to an ally calling for medical attention. Medication supply is unlimited.
Torch grunt (aka Engineer)

  • Class: Player ally
  • Weapons: Desert eagle
  • Special abilities: Can call for a medic grunt for healing, can open doors with a blowtorch
  • Role: Support
  • Torch grunts will attack near by enemies, but will immediately perform their objectives when close to them. Try to keep them away from combat.
  • Use the npc_return command (or bind it to a key) to force a torch grunt to stop fighting and following you to return to your position. This is useful when you need him to complete an objective.
  • The Torch Grunt carries a canister of pressurized gas, which is highly flammable. If hit by an enemy, it can severely impact your squad.
Heavy weapons grunt

  • Class: Player ally
  • Weapons: Microgun
  • Special abilities: Can call for a medic grunt for healing
  • Role: Attack
  • The heavy weapons grunt is incredibly powerful. Get them to follow you and help you fight.
  • The heavy weapons grunt will drop his microgun upon death, which can be picked up and used by players.

Connectivity

Once you have got your server up and running and you want players to connect to it over the Internet it is likely that your server will be behind a firewall, a router with a firewall, or a router using network address translation (NAT). This is likely to mean you will require some additional configuration of one or more of these in order to make your server world visible.

The most likely scenario particularly for game servers at residential properties is a router using network address translation. This is where one public IP address is assigned to a NAT router at home, of which is then shared between one or more computers/devices using a private address network. The easiest way to determine if this is the case for you is to do the following:

  1. Open a command prompt or terminal environment on your system.
  2. Submit command: ipconfig (on Windows) or ifconfig (on Linux).
  3. Take note of the numbers to the right of the IPv4 Address row.

Ignore any network device that shows one of these address ranges, because they are not connected to the Internet anyway:

  • .0-255.0-255.1-254.
  • 127.0-255.0-255.1-254.
  • 169.254.0-255.1-254.

Check if your IPv4 address is within the following ranges:

  • 10.0-255.0-255.1-254.
  • 172.16-31.0-255.1-254.
  • 192.168.0-255.1-254.

If this is the case you are definitely behind a router using NAT. You will need to configure port forwarding on your router in order to make your game server world visible. Because there are literally thousands of different home router models worldwide we are not going to guide you on how to do this. Instead visit www.portforward.com to find a set of instructions specific to your router. You will also need administrative permission on your router in order to make this adjustment, so if it isn’t yours ask for permission first.

Our server application only uses the following transport ports. You can amend these using the corresponding command line parameter.

Port Protocol Parameter Description
27015 UDP -port Game & content transfers traffic
27015 TCP -port Remote console (RCON) traffic
26900 UDP -sport Valve anti-cheat (VAC) service traffic (auto-increments from default if taken to the next available port)

Installing your map to play it

Your map at the very least will consist of a BSP file, but may also come with a range of configuration and resource files depending on the level of customisation you’ve taken with your map. Once your map is compiled and ready to be played for testing, you will need to copy various files to your game folder.

Do not copy any unofficial resources directly into the svencoop folder. To help keep your game files clean, use the svencoop_addons folder. The game engine is perfectly capable of loading maps and their contents from this location.

This diagram shows how your map content should be laid out in your game.

Other credits

Menu background Created by Joanna «LemonSoda» LempiainenHuman models by RomkaTouched up by Josh «JPolito» Polito and Adam «Adambean» Reece
Menu music Pavel «Pavel_Perepelitsa» Perepelitsa
Cyborg MP3 music Steve «Blevo» Blevin
HLLibHLExtract Ryan «Nemesis» Gregg
FMOD sound system Firelight Technologies
Model bug fixes Peter «WAR_Nuker» KavanaughBenjamin «Mr. Mazur» F.Josh «JPolito» Polito
Game manualScore board iconsPlaylist editor tool Adam «Adambean» Reece
Map compiler tools Sean ‘Zoner’ Cavanaugh»Vluzacn»Martin «Silencer» M.Adam «Adambean» ReeceAdam «Amckern» McKern

Starting a server: Console

This option is only available to the standalone application. You will need to open a command prompt or terminal environment on your system then change the working directory to your Sven Co-op dedicated server installtion (usually C:\SvenDS).

Next you need to build a command to launch your server. The following list of arguments and parameters will determine how your server starts. Be sure to split them up with a space. Pay attention to those beginning with a hyphen (arguments) and those beginning with a plus (parameter), as they will not work with the wrong symbol. Sections highlighted before the colon are the parts you type, and underlined sections are parts you change.

  • SvenDS: The name of the application, does not need to have «.exe» on the end.
  • -console: Required, or your server will start in .
  • -game modname: Only needed if you are running a mod on our engine, otherwise ignore this.
  • +ip ipaddress: Only needed if your computer has more than one IP address assigned to it, and you need to specify which address to listen on.
  • -port 27015: Chooses the network port to listen on, usually 27015 unless you’re running more than one server on the same IP address.
  • +maxplayers 12: The maximum number of players that can be on your server at one time (2-32). It will be 12 if you do not specify this.
  • +map _server_start: Specify which map to launch the server on. If you do not specify this your server will remain stuck in an un-connectible state!
  • +log on: Start a log file for the server console (recommended).

Here is a simple example to start an 8-player server on map stadium4 listening on port 27015 with logging enabled:

SvenDS -console -port 27015 +maxplayers 8 +map stadium4 +log on

Monster models

ApacheFemale Assassin RomkaRussell «Rusty» HarrisBenoit «Der Graue Fuchs» Hanikenne
Human gruntsHeavy weapons gruntMale assassinOpposing Force gruntsOspreyPit drone Russell «Rusty» HarrisBenoit «Der Graue Fuchs» Hanikenne
BarnabusOtisOtto Ambient-ImpactRussell «Rusty» Harris
BarneyBullsquidScientist Taehl
Chubby Paladin
Government man Marphy Black
RobogruntShock roachSqueak nest Benoit «Der Graue Fuchs» Hanikenne
Tentacle H4wk
Tor Shannon CaldwellKune
Zombie Ambient-ImpactTaehl
Zombie Soldier Russell «Rusty» Harris
They Hunger: Barnabus Teddy «TeddyBear» Bergsman Lind
They Hunger: Gonome LiquidatorKune
They Hunger: Head bug Peter «WAR_Nuker» Kavanaugh
They Hunger: Zombie rat Sph!nx
Other They Hunger monsters Black Widow Games
Alterations & additional animations Peter «WAR_Nuker» KavanaughBenoit «Der Graue Fuchs» HanikenneRussell «Rusty» HarrisBenjamin «Mr. Mazur» F.Josh «JPolito» Polito

Mapping and Modeling Community

The community has slowly dwindled over the years, but Sven Co-op still remains one of the mods with most custom content.
This success might be because of several reasons:
Due to Sven Co-op’s single-player nature, it is easier for mappers to create their own worlds and scenarios, and the ability for mappers to change models and sounds give them even more freedom. A backside of the «single-player» style, is that Sven Co-op maps generally take more time to create than maps for multiplayer games, but SC mapping has still managed to thrive.

A common criticism of single-player mapping for games, is that you never know how many people have played your map. When you are mapping for a coop game, you can create your own scenarios and tell a story to the players, and still be able to see how many are playing your game online.

Maps

See the maps page for BSP file names and a screen shot.

Campaign conversions

Half-Life campaign

Co-op conversion & updates by: Ian «Soctom» Ortiz, Josh «JPolito» Polito, SoloKiller

Opposing Force campaign

Co-op conversion & updates by: Edman747

Map «of2a3» remade by: Ian «Soctom» Ortiz

Blue Shift campaign

Co-op conversion & updates by: Edman747, Josh «JPolito» Polito

Uplink campaign

Co-op conversion & updates by: Ian «Soctom» Ortiz

Neil Manke’s They Hunger campaign

Co-op conversion, map merging, & updates by: Josh «JPolito» Polito, Dynamite

Weapon models by: Norman Roger, Benoit «Der Graue Fuchs» Hanikenne

Scripts by: Tomáš «GeckonCZ» Slavotínek (NPCs), KernCore (Weapons), «Zode» (Misc.)

Official missions

«A1win»Mazing; Tetris
Adam «Adambean» ReecePolar Rescue
«AzShadow»Crystal
«B-dama»Another Unit
«BlueFeena»Momma Mesa
Ryan «BMT» HeeleyIncoming
«cold_blood3d»Infested
«Hezus»Last Stand; Quarter; Sandstone; Suspension
«Incy247″Escape series
Josh «JPolito» PolitoStadium 4; They Hunger: Escape
Konrad «Koelzk» KölzerToonrun
Joanna «LemonSoda» LempiainenPsyko
«Mutant»Black Mesa EPF
«Nih»Abandoned; Dead Simple Neo 2; Fortified; Judgement; Toad Snatch; The Turret Fortress: Original; The Turret Fortress: Reversed
«Norsu»YABMA
Sebastian «Puchi» A.Single-player campaign portal
Martin «Silencer» M.Danger of Collapse; Robination: Revised
«Skacky»Persia
David «Sniper» McDermottOsprey Attack
Daniel «Sven Viking» FearonSven Co-op series
«the-middleman»Desert Circle
«tdw»Sandstone
Christopher «Trempler» LembrechtBlack Mesa Special Tactics Sector
Mike «tu3sday» ChenderlinWarForts
«Turrican»Intruder
«Tylak»Hostile Planet

Interaction

In order to help your team complete missions effectively with allied characters, there are a set of commands you can use (and bind to a key) to interact with the allied characters around.

All allied characters will follow the players in the same way scientists or Barney does in regular Half-Life. Simply use them once to make them follow you, then use them again to make them stay where they are.

All allies that are following you can now be given simple commands. You can set keys to these commands in the control options.

Command Description Recommended key
npc_attackmytarget Your followers will attack the enemy currently in your cross-hair. V
npc_findcover Your followers will look for a good covering position. — This is automatically done when you use the grenade warning command, so you won’t need to configure this. X
npc_return Your followers will immediately return to your position. C
npc_moveto Your followers will immediately walk to the location you’re aiming at. You’ll see a spark to confirm where you’re sending them to. , (comma)
medic A near by medic will come to heal you. You’ll also alert other players that you’re asking for medication. Z
grenade Alerts other players that they should take cover. This will automatically perform the npc_findcover command too. X

There are some combinations you can set on these keys for better interaction, for example:

  • bind X «grenade; say_team Look out!»
  • bind Z «medic; npc_return; say_team Medic please.»
  • Friendly opposing force grunts are dressed in jungle camouflage, and hostile opposing force grunts are dressed in the standard white urban camouflage. While this is different from opposing force, this is necessary to keep the same style as the standard grunts in Sven Co-op. Just remember, green is good, white is bad.
  • Players caught by Barnacles will not be able to call for aid. Other players will only hear a struggle.

Single-hand guns

9 mm pistol

  • Primary fire: Single shot
  • Secondary fire: Rapid fire
  • Ammo: 9×19mm Parabellum

The 9 mm pistol is the most accurate when firing single shots. Rapid fire is faster, but also very inaccurate only useful for very close enemies.

.357 magnum

  • Primary fire: Single shot
  • Secondary fire: Toggle mini zoom scope on/off
  • Ammo: .357 Magnum

The magnum provides 6 very powerful shots with decent accuracy, but suffers slow rate of fire, high recoil, slow reloading times.

Uzis

  • Primary fire: Automatic fire
  • Secondary fire: Toggle between single/akimbo uzi
  • Ammo: 9×19mm Parabellum

The uzi is a very fast submachine gun with a 32 round clip that does a lot of damage very quickly, however your ammo is used up very fast.

Doubled up you get twice the fire power, but twice the reload time.

  • Akimbo uzis can only be acquired by special akimbo uzi items, or picking up someone elses uzi.
  • The gold uzis shown are only available to donors, and do considerably more damage than the standard grey ones. Donors can choose to use the grey ones, but still with the power level of the gold uzis.
Desert eagle

  • Primary fire: Single shot
  • Secondary fire: Toggle laser pointer on/off
  • Ammo: .357 Magnum

The desert eagle is a powerful pistol, but rather inaccurate in single fire mode.

You can increase the accuracy considerably by enabling the barrel-mounted laser pointer at the cost of a slower fire rate.

The rate of fire and accuracy is better than the .357 magnum and offers 7 shots, however less powerful.

Installation: Standalone application

Our dedicated server package is also available as a standalone package available via the SteamCMD tool. Though it requires further knowledge to install and use you will benefit from a server that doesn’t depend on your Steam client, can be run as a console application, and even be run as an unattended system service. Permanent / full-time servers should opt for this approach. You will also NOT require an existing Sven Co-op installation to continue.

Do not use this method of installation if you are unfamiliar with some basic server administration concepts such as using a command prompt or terminal environment, and reading/writing configuration files.

Instructions are as follows:

  1. Open a command prompt or terminal environment on your system.
  2. Download and install SteamCMD .
  3. Download our dedicated server package with the following command:steamcmd +login anonymous +force_install_dir "C:\SvenDS" +app_update 276060 validate +exitReplace the path C:\SvenDS with a location to your preference.
  4. Wait for the package to download and validate.

Once it has finished you can use the SvenDS.exe executable to launch a server. Launching without any arguments will start it with a , or if you specify the -console argument it will start with a .

The same command is used to update the server application too, however be sure you have no server instances running or the update will fail.

Double-hand guns

MP5A3 submachine gun

  • Primary fire: Automatic fire
  • Secondary fire: Toggle zoom scope on/off
  • Ammo: 9×19mm Parabellum

The MP5A3 is a light submachine gun, which holds 30 round clips. It has a mounted scope for zooming and a relatively high rate of fire. That and the low reloading time makes it an effective assault weapon.

SPAS-12 shotgun

  • Primary fire: Single shot
  • Secondary fire: Automatic fire
  • Ammo: 12 Gauge 2.​3⁄4 inch Shells

The SPAS-12 shotgun offers very powerful blasts in single or automatic fire of 8 rounds. Automatic fire (gas operated) takes only a matter of seconds in to use all 8 shells, making it an extremely powerful weapon. It takes a little longer to reload, so make sure you have enough cover to do so. Automatic mode is also less accurate than single shots.

Crossbow

  • Primary fire: Single shot
  • Secondary fire: Toggle zoom scope on/off
  • Ammo: Bolts

The crossbow is a long-range stealth weapon holding 5 bolts. It hardly makes noise and has a mounted scope for long range attacks.

While not using the zoom, bolts will explode when hitting something solid. Bolts never explode when the crossbow is zoomed, or if a bolt hits a target.

This weapon will also fire underwater, making it the best weapon to use against Ichthyosaur.

M16 assault rifle with M203 grenade launcher

  • Primary fire: 3-round burst fire
  • Secondary fire: Prepare/fire grenade
  • Ammo: 5.56×45mm NATO / assault rifle grenades

The M16 is the grunts’ standard issue, not always with a grenade launcher.

The players’ M16 will always have a grenade launcher. To use it, press secondary fire to insert a grenade into the barrel, then press secondary fire again when you’re ready to launch it.

An M16 round consists of 30 5.56 mm rounds fired in 3-round bursts. 10 assault rifle grenades can be held, but only 1 inside the grenade launcher at a time.

Monsters & Weapons

Sven Co-op includes several new monsters and weapons. Most of these come from the Half-Life Expansion Half-Life: Opposing Force, but have all been coded from scratch.

The new monsters included in the game are: The Pit Drone, Shock Trooper, Shockroach, Barney and Soldier Zombie, Baby and normal Voltigore, Gonome, Male Assassin including the Osprey, Otis, Cleansuit Scientist and the new Grunts, all from Half-Life: Opposing Force.

Sven Co-op also includes three other monsters, namely the Baby Gargantua, the Robo Grunt and the Heavy Weapons Grunt. The last two were originally supposed to be included in Half-Life, but were cut.

The new weapons included are the Barnacle, Pipewrench and M40a1 Sniper Rifle, from Half-Life: Opposing Force.

Sven Co-op also includes some original weapons, namely a Medkit, Single and Akimbo Uzis and a Minigun. There is also a small secret weapon included.

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