Crash Squad beta 0.2 for Kingpin 
Readme File, Frequently Asked Questions (FAQ) and Other Documentation
18/05/2001, Readme Version 0.2
Get Crash Squad at http://www.planetkingpin.com/tram/

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About This Document:

This document contains information about the Crash Squad modification for Kingpin, including but not limited to: information on running a server, playing the game, details of modifications to the game, and the background. If you have a question, please check whether it is answered within this document first, before contacting us, to save everyone time.

Please also note: This document follows similar guidelines to the modification, in that this document is still under construction, and termed a beta, and will be updated when necessary, most likely when an updated version of the mod is released.

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Contents
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(1) What's New in This File
(2) A Brief Introduction to the Mod
(3) Gameplay
(4) New Keyboard Bindings
(5) Weapons and their Specifications
(6) Background to Crash Squad and Crenshaw Mafia
(7) Running a Server
(8) What Does The Future Hold?
(9) A Humourous Backdrop
(10) History of Updates
(11) Credits
(12) Your Friendly Mod Team
(13) Rights

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(1) What's New in This File

Team Radio information updated (Section 3)
New key binding information (Section 4)
Two new weapons added - Heckler and Koch MSG90 and AWSM (Section 5)
Most of Running a Server section removed - It will come back when the server files are released
History of Updates brought up to date with details of server side patches 0.1b through 0.1d (Section 10)
FAQ Section removed, it already exists on the website


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(2) A Brief Introduction to the Mod

So, you probably want to know how Crash Squad came about, and why?

Sometime in November 2000, a mod called Swat was put on hold, the team responsible for it disbanded, and the files were made public. AI_Tunnleram took up the mod, put together a small team of people, and attempted to save the failing mod. However, a combination of factors contributed to the following demise of Swat mod, including the fact that few files were made public, and there was very little in the way of material for the mod. Furthermore, some members of the original Swat team later changed their minds and decided to reclaim the mod to continue working on it (their progress is currently unknown). After the bad blood spilt, we (the team) decided to start afresh. We were going to be starting from scratch, but we had a team put together who wanted to work on a mod. So essentially, without the little fracas over Swat mod, Crash Squad would not have been born.

Now, starting afresh, we needed some new ideas. The "traditional" Terrorists versus Counter-Terrorist (T vs CT) scenario has been pretty much done to death, and is very unoriginal right now (although still a very good, and popular idea). Furthermore, we figured people wouldn't really take us seriously if we tried another and we wanted something that better reflected the atmosphere of Kingpin. So, we needed another slant. And the one we came up with was a previously untried one, but along the same lines, which involved lowering the ante a little, from an international anti-terrorism level, to an inner-city Gang vs Anti-Gang (G vs AG) scenario. This would still allow us a lot of leeway for experimentation, but also fits the Kingpin genre a whole lot better - think about it, which sounds more realistic for the genre: a terrorist takeover of an arms depot in Iraq, or a gang takeover of a bank? Answers on a postcard. Thanks go to {New}FnLou for the suggestion of using Crash Squad as the theme. Without his input, you could well be looking at something totally different right now. Of course, if it sucks, blame him... :D (just kidding) The Crenshaw Mafia was picked from a list of about 40 real life L.A. gang by our very own Kingpin community.

In brief, Crash Squad is a division of the Los Angeles Police Department geared towards dealing with gang movements. The other team we chose, Crenshaw Mafia, was up until recently one of their major targets.

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(3) Gameplay

So, in line with a modification, we have new gameplay. Improved? That's up for you to decide.

Currently, as of the first beta (0.1), we only have two game modes, and those are VIP rescue, and Bombing. Originally we aimed to only include one scenario, VIP rescue, but developments came about and we decided to push a little harder to include Bombing too. Although we were very anxious to release a beta we wanted to give everyone a little more than just the VIP scenario. We're hoping to release more scenarios as well as putting many finishing touches on VIP and Bombing based on how well the MOD is liked.

Vip Mode
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VIP Rescue Mode is a round based gamed mode and involves two teams, Crash Squad and Crenshaw Mafia. The aim of the Crash Squad is to protect and escort the VIP to a rescue point, and the aim of the Crenshaw Mafia is to kill the VIP. Once a player has been killed, they are forced to spectate until the end of the round. The round ends when the time expires, VIP escapes, the VIP is killed, or every member of the Crenshaw Mafia team is killed. Every member of both teams are then respawned, a new VIP is selected, and a new round begins.

VIP Selection
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Each new round, a new player is made the VIP and is shown in the player list (key F1) as blue. The VIP will has access to two weapons - the crowbar, and a Desert Eagle pistol. The VIP also has full armour.

Bomb Defusion
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Bombing Mode is a round based gamed mode and involves two teams, Crash Squad and Crenshaw Mafia. The aim of the Crenshaw Mafia is to plant a bomb (C4) in at least one of two bombing sites and the aim of the Crash Squad is to prevent the bomb's placement or defuse the bomb once it's been placed. Once a player has been killed, they are forced to spectate until the end of the round. The round ends when the bomb explodes, the bomb is defused, or every member of either team is killed. Every member of both teams are then respawned, the bomb is given to a different player, and a new round begins.

Bomb Selection
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Each new round, a new player is given the Bomb and is shown in the player list (key F1) as blue. The player having the bomb will has access to all weapons normally held by a Crenshaw Mafia member.

Weapons
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Each team has access to some regular Kingpin weapons (which will be phased out and gradually replaced by new weapons in later beta releases), and some new weapons specific to each team. In the second beta, the new weapons available to Crash Squad are the Heckler and Koch MP5 sub machine gun and H&K MSG90 sniper rifle, and to Crenshaw Mafia, an Uzi sub machine gun and AWSM sniper rifle. The range of weapons will be expanded in later releases. Of the remaining Kingpin weapons, several have been modified.

The HMG has been modified to a sniper fire mode, which fires one bullet with increased damage.

Some of the weapons have had ammunition levels altered. The tommy gun, flamethrower and rocket launcher have been removed. Another interesting feature is that of varying accuracy. Depending on whether you are moving, standing still, or crouching, when using the MP5, Uzi, or HMG, the accuracy of your firing will vary. If you are crouching, your weapon will be more accurate than if you were standing, and standing would be more accurate then if you were moving, etc.

Player Damage
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Weapons will provide more realistic damage.

Radio
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Included in the mod is a new feature called the Team Radio. In essence, you press a bound key, and a wave voice file appropriate to the command is played, to your teammates, hence the name "Team Radio". This will allow improved in game communication. Some new key bindings are required. The team radio sounds are as follows, with the term the sound file plays in brackets:

All Clear
Cover me
Follow me
Hold this ground
Enemy Spotted
Kill the enemy
Let's go
Negative
Stay close team
Affirmative

Each sound is available for both teams, but each team has a slightly different atmosphere/background, therefore the sounds/phrases are slightly different for each team.

There is also a menu included for the team radio. A key is pressed to bring up the menu, and then a number pressed for a corresponding message, listed on screen. However, people may wish to use their own bindings for speed and efficiency.

To bring up the radio menu, press F3 (unless you've changed the binding yourself). To remove it, either press F3 again or press one of the numbers for a radio message. To turn the radio power on or off (to disable the radio, if you don't want to use it or hear it), press F2. The radio power is defaulted to on.


Cheat Protection
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Cheats we will be protected from are (I hope this means something to you):
1. Spawn cheat
2. Speed cheat 
3. OpenGL-SeeThrough Wall cheat 
4. Togglecam viewing
5. Zooming with FOV
6. See-through skins and Skin-Changing scripts 
7. Ping freezing by LPB's
8. Cracked kingpin.exe 
9. Hacked thug, runt, bitch models and their weapons 
10. Bunny Hop

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(4) New Keyboard Bindings

In line with the new weapons we've included, there are also some other new features included too. These bindings are already included in the autoexec.cfg file which is installed with the modification. However, you may wish to choose your own keys and input them into your config.cfg or autoexec.cfg file manually, and remove them from the autoexec.cfg file.

The new key commands are as follows:

Team Radio:
radio_clear
radio_cover
radio_follow
radio_hold
radio_icenemy
radio_kill
radio_letsgo
radio_no
radio_stay
radio_yes

Radio Menu: 

radiomenu (Bind this to display the menu of commands in-game)
radio (Bind this to turn on and off the radio feature)

For Weapons:

use mp5 (selects the H&K MP5 SMG)
use uzi (selects the Uzi SMG)
use automatic (toggles between the Uzi and MP5 if you have both. If you have one it selects it)
use_desert (selects the Desert Eagle if you're the VIP)
use awsm (for the AWP)
use msg90 (for the H&K MSG90)
use sniper (selects the AWP/MSG90 depending on which team you're on, or toggles between if you have both)
use scope (selects the Sniper scope. There are three states to the scope. Normal, mid-zoom and full zoom. Using this command will toggle between those states. This feature is only available on weapons with scopes.)

For the Bombing Scenario:

use bomb (selects the bomb)
use defuse (selects the defusing tools)

Additional commands:
changefov (During a game the command to change your field of view is: changefov You can set your FOV in your autoexec.cfg by entering the old command line "set fov 90" (replace 90 with your desired FOV setting)

timeleft (shows the amount of time left for the current map)

mapinfo (shows the current map name, time it's been playing and the next map name)

To bind these commands to a key, you will need to open your autoexec.cfg file in a text editor such as notepad, and edit them manually. With the file open in Notepad, you should locate a keyboard key that is not in use (or change some of the current ones), and bind a command to it. The keyboard commands are located in the upper half of the autoexec.cfg files, do NOT alter any commands unless you know very well what you are doing.

To bind a new command, you use the format:

bind key "command"

For example:

bind "h" "radio_yes"

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(5) Weapons and their Specifications

As of the second beta, five new weapons are included.

Desert Eagle
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The Desert Eagle Pistol is a semi-automatic pistol, which although was an American idea, was developed in Israel in the early 1980s. Since then, US manufacturers have also started production of models. There are several variants, each with different barrel lengths and round calibre.

Specifications
Length: 10.50in (267mm)
Weight unloaded: 4lb 8oz (2.05kg)
Barrel: 6in (152mm)
Magazine: varies
Cyclic Rate: 1,000rpm
Muzzle Velocity: about 1,380fps (420mps)
Calibre: 0.45in

Heckler and Koch MP5
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The Heckler and Koch MP5 is a 9mm submachine gun, which has seen extensive use throughout the world by many organisations, not in any small part due to its well built construction and trade-mark reliability. There are two main variants, the MP5A2 with a rigid plastic stock, and the MP5A3 with a telescoping/collapsible metal stock. The two stocks are easily interchangeable.

Specifications (MP5A3):
Length: stock extended 26.00in (660mm), stock retracted 19.29in (490mm)
Weight unloaded: 5lb 10 oz (2.55kg)
Barrel: 8.85in (225mm), 4 grooves, right-hand twist
Magazine: 10-, 15-, or 30-round detachable box (clip)
Cyclic Rate: 650rpm
Muzzle Velocity: about 1,312fps (400mps)
Calibre: 9mm

Uzi
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Designed and manufactured by Fabrique and Israeli Metal Industries in the early 1950s, the Uzi is one of the best and most used submachine guns in service today. The uzi was one of the first products of the newly independant Israel in the middle of the last century. It has an extremely compact design, the design of which wasn't entirely novel at the time, but it was one of the first designs to use it so successfully. An unusual feature is a grip safety, which ensures that the gun will not fired if dropped.

Specifications:
Length: stock extended 25.00in (635mm), stock folded 17.00in (432mm)
Weight unloaded: 7lb 10oz (3.46kg)
Barrel: 10.25in (260mm), 4 grooves, right-hand twist
Magazine: 25-, 32- or 40-round detachable box (clip)
Cyclic Rate: 600rpm
Muzzle Velocity: about 1250fps (381mps)
Calibre: 9mm

Heckler and Koch MSG90
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The Heckler and Koch MSG90 sniper rifle is similar in design, and borrows many key features, from the PSG1 and G3 sniper rifles. Several interesting features include a harmonic stabiliser in the barrel (to reduce noise), a special quiet loading mechanism, and an absence of fixed sights, due to its intended special role.

Specifications:
Length: 45.87in (1,165mm)
Weight with empty magazine: 14lb 11oz (6.41kg)
Barrel: 23.62in (600mm)
Magazine: 5 or 10 round magazine
Cyclic Rate: N/A
Muzzle Velocity: Unknown
Calibre: 7.62mm

Accuracy International AWM Super Magnum
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The PM Super Magnum, or Super Magnum (SM) as it is now known, is esentially an Artic Warfare rifle upgraded to accept the high power cartridges, especially the .338 Lapua. The barrel is slightly longer to take full potential of the .338, and the range is increased signifcantly. This rifle is approaching the range of the .50 cals, but yet its only slightly heavier then the standard 7.62mm version of the rifle. Several military forces around the world are adopting the Super Magnum as a special purpose sniper rifle. The U.K. was one of the first and has designated the rifle L115A1 and uses it as a "platoon level support weapon".

Specifications: 
Length: 50" (1,270mm)
Weight unloaded: 14.99lb (6.8kg)
Barrel: .300 Winchester - 26" (300mm) 1 in 10 right-hand twist; .338 Lapua Magnum - 27" (686mm) 1 in 7 right-hand twist 
Magazine: 5 round magazine
Cyclic Rate: N/A
Muzzle Velocity: Unknown
Calibre: .300 Winchester Magnum and .338 Lapua Magnum


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(6) Background to Crash Squad and Crenshaw Mafia

CRASH, an acronym for Community Resources Against Street Hoodlums, is Los Angeles's Rampart Division gang suppression unit and was quite possibly one of the biggest cases of Police Department corruption to date. Unjustified arrests, beatings, drug dealing, witness intimidation, illegal shootings, planting of evidence, frame-ups and perjury are just a fraction of the things this anti-gang unit was accused of. 

Inglewood's claustrophobic network of two-story apartments linked by alleyways and narrow streets sits directly under the LAX flight path where airplanes on final descent buzz the neighborhood all day long. This section of L.A., the Crenshaw District, has often been portrayed in motion pictures as either the "place to be" or the "place not to be" and is the turf of a Blood gang called the Crenshaw Mafia. 

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(7) Running a Server

Presently, the server files have not been released.

Crash Squad is available in two types of downloads. Server files, and client files. All the game code is stored on the server only, while maps, skins, sounds etc are in the client files. Since most bugs are due to discrepancies in the code stored on the server, in the gamex86.dll file, using this system, we can quite easily make minor changes and update the code on the server, without releasing client patches. You may have seen this with beta 0.1. The initial release was 0.1a, but since then we progressed through 0.1b, 0.1c and 0.1d, as would have been visible in Gamespy, when refreshing the server. Essentially, the mod was updated, without making people download more files.

Now, using this system we can contact the people who run the servers, and update the code quickly, when it's necessary. If we made server files available for download, then very soon we'd lose track of who was running a server, and which version they were running, and it would make it nearly impossible to keep all the servers up to date with the versions, causing no end of problems.

The server files WILL be released in the future to download, but until then, we need to restrict the number of servers running. Anyway, we have three servers currently, and that more than serves the number of people wishing to play the mod.

If you are interested in running a server, please contact AI_Tunnleram (tunnleram@planetkingpin.com)

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(8) What Does The Future Hold?

As of yet, we are unsure. Many Kingpin mods have come and gone without even releasing. We're different in some ways, similar in others. Different in that we've managed to come up with an initial release. However, we're similar, in that we've been plagued by problems from the start. Personalities clashing (with x-members), tough bugs to fix. Right now, we're looking to get this beta finished, bugs fixed, and released. We're not looking too far into the future, we're concentrating on the now. That's not to say we don't have plans for the future, however we prefer not to make them public. Because then, if nothing comes of them, we haven't let anyone down. As I'm sure you can guess, thats one reason why we never gave out a release date we were aiming for, so as to not let people down. And hopefully, our initial beta release will have stood up to that principle, and we hope you enjoy it.

And now for a word (or 50) from our leader, AI_Tunnleram:

"I'm honored that you gave me this space Richie :-)

Great work everyone. With the limitations of released code and available people in the community willing to help I think we've done some awesome things and I'm proud to be a part of it. There were times that some of us pulled all nighters with our eyes burning looking at our screens telling each other to go to sleep, but we never gave up even when some of our former team members left us hanging high and dry and it looked impossible to finish.

A special thanks to you RichieH for sticking with this project from day one, to TiCal for being the swiss army knife of the team, and Snap for breathing new life into the MOD by joining up with us. Also special mention to Mr. Damage who's been our cheerleader and advisor from the beginning.

To everyone who plays the MOD try to make sure you let us know about anything that needs fixing or improving. We're making this with the intention that it'll draw attention to this game and we care about your input.

Thanks again everyone 

-T"

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(9) A Humourous Backdrop

And now, we're nearly done. This is just in case some people are still reading, in the hope of finding something worthwhile. I've included a few choice quotes from various internal testing sessions.

"All four of us are VIPs?"

"My gun's jammed!"

"<scared voice> I... I... see dead people... floating at head height! "

Tunn "Can we......?" 
Sed  "No!!!"

Tunn "Where are the lasers and the dogs?"
Snap "Damn I'll add them"

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(10) History of Updates

Beta 0.2
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New weapons added - H&K MSG90 and AI AWSM sniper rifles
vip_sanpedro and vip_rooftop updated
Scoreboard modified - pressing F1 first shows you your teams scores, then the opposing teams scores, then clears
Zooming feature enabled for sniper rifles
Scope added for sniper rifles
New player skins added for each team
Game font changed back to original

Beta 0.1d
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Spawn amount detection - detects amount of spawns in a map and won't let players join displaying a message to them if there are too many
If you join a team more than 15 seconds after the game starts, you now get a message saying so.
Rocket launcher removed
FOV above 90 enabled - FOV below 90 is disabled with exception to using scopes (for sniper rifles, not implemented until beta 0.2)

Beta 0.1c
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Flame Thrower removed due to Tunn not liking it (ok, so some other people complained too : )
Spawn issue fixed (where two players spawned in the same spot, causing a co-exist kill)
Spawn fix for spectators - Should no long use up player spawn points

Beta 0.1b
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Scoreboard issue was fixed
Grenades decreased to one per person
Bomb planting time cut in half

Beta 0.1a
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Added VIP Rescue Scenario
Added Bomb Defusion Scenario
Added new VIP player model
Added new weapons - Desert Eagle, MP5, Uzi
Added Team Radio
New Maps - vip_greenline, vip_inglewood, vip_landing, vip_rooftop, vip_sanpedro, bom_550hope, bom_lockstor, bom_shortstop, bom_mcarthur, bom_warehouse
Removed tommy gun
HMG firing mode altered
Team Radar Added

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(11) Credits

During the making of this mod, we've used files, maps, prefabs etc from various other games and sources, and various people who are no longer on the team have contributed to the mod. In this section, we'll attempt to name and shame them all ;)

For Maps:

Title: Metro Green Line, Los Angeles by AI_Tunnleram
filename: vip_greenline
Parts and prefabs from Xatrix single player maps. The army type
truck is a prefab from Half Life called cargotruckY1 created by
Yak_Fighter - YakFighter@aol.com

Title: Inglewood, Crenshaw District, L.A. by AI_Tunnleram
filename: vip_inglewood
Underground system is based on a Counter-Strike map called cs_militia
Militia - Hostage Rescue by Andrew Aumann (andrewja@home.com)

Title: Landing, Crenshaw District by AI_Tunnleram
filename: vip_landing
Parts and prefabs from Xatrix single player maps. Base of helicopter 
prefab from Hogie's Jungle Assault map (heavily modified, found out 
Hogie got it from somewhere so I'm unsure of origin)

Title: Rooftops, South Central, L.A. by AI_Tunnleram
filename: vip_rooftop
Prefabs from Xatrix single player maps. Base of helicopter 
prefab from Hogie's Jungle Assault map (heavily modified, found out 
Hogie got it from somewhere so I'm unsure of origin)

Title: San Pedro Bay, Los Angeles by AI_Tunnleram
filename: vip_sanpedro
Parts and prefabs from Xiatrix single player maps.

Title: 550 South Hope, Los Angeles by AI_Tunnleram
filename: bom_550hope
This map was converted from Counter-Strike and was originally called de_vertigo
Vertigo - Defusion by Chris Auty (Barney) (fragged101@yahoo.com) 
Texture builds by Telnets and J0esm0e

Title: Lockaway Storage, Los Angeles by AI_Tunnleram
filename: bom_lockstor
Prefabs from Xatrix single player maps.

Title: Shorts Stop Bar, Los Angeles by AI_Tunnleram
filename: bom_shortstop
Parts from Xatrix single player maps.

Title: MacArthur Park, Los Angeles by AI_Tunnleram
filename: bom_mcarthur
Prefabs from Xatrix single player maps.

Title: Lexington Warehouse, Los Angeles by AI_Tunnleram
filename: bom_warehouse
Prefabs from Xatrix single player maps.

For models and skins:

- Slat Software from which we obtained most of our models;
- Team Havoc (SRT Alpha MOMD) for giving us the Slat Software models and some that they made;
- Thanks to Team Havoc modellers/skinners: CrazyButcher, DesertFox, Sgt.ROck, Gux, NimitZ and GaNjAmAn for material used from SRT Alpha;
- Special thanks also goes to Valve Software, Goosman (aka Mihn Le), Ben Irwin, Christian elund and Ross Thelen for the use of their 3D creations.
- {NK}Titleist for the vip skins
- DirtyDog{WC} for making the CRASH Squad and Crenshaw Mafia skins
- Millymog for various skins

For code:

- Sedonium. He might be damn difficult to work with, but he did some good work before moving on.

Thanks also go out to everyone and anyone who helped with the creation of or testing of this mod at any point.

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(12) Your Friendly Mod Team

And last, but certainly not least...

This mod was bought to you by the friendly bunch of misfits working under the name of Tram Design [oh, we're going to have a discussion about that and get it changed ;) - RichieH]. The team is:

AI_Tunnleram: Leader, Mapper, Sound Afficionado
[YFS]Tical: Modeller, Skinner, Graphic Artist
Snap: Coder, Sounds
RichieH/[69]TheRock: Documentation, Advisor, Tester
Mr Damage: General Advisor, Tester

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(13) Rights

CRASH Squad copyright 2001 under TRAM Design. All rights are reserved for any and all files included in this mod by either the TRAM Design MOD team or the original authors. Please ask our permission before using anything from CRASH Squad.

				T H E      E N D      

			(until beta 0.3 anyway MWAHAHAHA)