Havok Wars User Manual ********************** Havok Wars is a Real Time Strategy game, developed by Aluveaux Technologies. It's greatest feature is that you can play it anywhere, it doesn't require a premade gameplay area, although it is possible to make such things aswell. Epilepsy Advisory: Turn off glow and particles while playing this game, it has mild strobing effects with glow on certain structures, and usually lots of explosions which made out of particles, that may appear to be overly flashy, strobing, and otherwise cause seizures for epileptic people. To view particle effects properly, you must have an up to date client that is capable seeing the new Particle Effects, such as Glow, Blending and Ribbon. Table of Contents **************** 1.0 Using the HUD 1.1 Inworld Interactions 1.2 Basic Buttons 1.2.1 Move 1.2.2 Attack 1.2.3 Stop 1.2.4 Deselect 1.3 Command Buttons 1.4 Secondary Functions 1.4.1 Guard Mode 1.4.2 Multi Select 1.5 Utility Buttons 1.5.1 Info Button 1.5.2 Menu Button 1.5.3 The reset button 1.5.4 'Faction Name' Button 1.5.5 Recolor panel and Allies (Teaming) 1.5.6 Join Game / Leave Game button 2.0 Gameplay 2.1 Gameplay manipulator rules 2.2 Fairplay 2.3 Group Selection Saving 2.4 Useful Technological Snippets 3.0 Additional Information 4.0 HUD Layouts 5.0 About 1. Using the HUD *************** 1.1 Inworld interactions: ```````````````````````` Click on your own units and buildings to select them! Click on an enemy unit or building to attack it with your current selection! You can also use the attack button after alt camming on an enemy Press the move button and your selected unit(s) will move to where you altcammed (or really wherever your camera is pointing to) Attack a unit with a transport ship / helicopter and it will be hooked up to be transported (you must order it to move in range first, around above the target to be hooked. It wont move by itself) Note: If you want to hook up friendlies you have to use the attack button on HUD, explained bellow at 1.2.2 Attack. You can press the stop button so the transport unit cuts the wire / beam Attack a unit or building with a builder and it will be captured (it takes time to capture) Advanced units that come from Tech Centers are capture proof with exception of shipyards/hover factories and Advanced Dozers, and they will resist capturing, Dozers will still try to capture though so watch out! Attack a friendly unit or building with a builder and it will be repaired (it takes time to repair) 1.2 Basic Buttons: ```````````` 1.2.1 Move: ˇˇˇˇˇˇˇˇˇˇˇˇˇ Moves units to your camera focus, aka cross hair, it is recommended you altcam to the target (press down the ALT key, and click on something, move the mouse around to position the camera, hold down CTRL to tilt) 1.2.2 Attack: ˇˇˇˇˇˇˇˇˇˇˇˇˇ Attacks the targetted unit. Target unit by altcamming on it, read above how. Attack can also be used on ground by some special units, like the Wochuw Warship's artillery. You can also attack by clicking on enemy units or buildings as a default action, without needing to altcam on targets. 1.2.3 Stop: ˇˇˇˇˇˇˇˇˇˇˇ Stops the selected units and cancels what they were doing 1.2.4 Deselect: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Clears Selection. (Select nothing) Also Cycles selection mode back to single 1.3 Command Buttons: ````````````````````````` You have 10 blank buttons on your HUD, these are your command buttons, they are unit specific and functions change depending on what you have selected. Hovering text appears above these that tell you what they do, and how much it costs if it has a price. 1.4 Secondary functions ````````````````````````` 1.4.1 Guard mode: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ On the Legacy Layouts located in the corner of the attack button, the one with crosshairs It sets the selected units to Guard mode. In this mode the units automatically attack hostile threats in their range. Without guard mode, units will only return fire on enemy automatically, for lag concerns. hint: Turrets are always in guard mode. 1.4.2 Multi Select: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ On the Legacy Layouts Located in the corner of the Deselect button, the X It enables you to select multiple units. Click the button to turn it on, then you can click it again to cycle between two modes. Click the button first, the button is green. Simply click on multiple units of the same type, ground, air, water, builder, or base defense. You cannot select different types of units together. Buildings cannot be group selected, except base defense structures. Click the button again to cycle it's mode into Mass Select mode. The button is blue. Click on a unit, and all of the other units of the same name on your faction will be selected. In this mode the button only cycles between Multi Select (green) and Mass Select (blue). To turn off this mode click the Deselect button to clear your selection. The Multi Select button is now red, you are in single selection mode Click a unit or building to select it, click on another unit or building to change selection to that. Managing selections can be tricky at first, but once used to it, it is very natural. Heres a usage scenario example. You want to select all your Buggies, and Tanks, and 3 AA tanks. Click Multi Select button twice, so it cycles to green then blue, click one of your buggies. Now all buggies are selected, your button is now green Click Multi Select button again so it cycles to blue again, click one of your Tanks. Now all the tanks are added to your selection, and the button is green Click on 3 AA tanks to add them to your selection! Now you want to select a single Behemoth Tank Click on the deselect button to clear your previous selection and cycle the Multi Select button back to red Click on your Behemoth Tank to select it. 1.5 Utility buttons: ``````````````````` 1.5.1 Info button: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Gives brief HUD information, and faction information if ingame. 1.5.2 Menu button: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ This is your menu button, open it to access the menu where you can enable the player panel You can set your user rules here, explained bellow in section 2.1 You can also get the hotkey Gestures for group selection saving and basic commands, this is essential for advanced multitasking, it works straight forward. Gestures can be modified so you can put them to whatever hotkeys you like, or even chat commands if you so desire. You can select a HUD Layout from the available layouts in this menu. Explained in section 4. 1.5.3 The reset button: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ This is the master reset button, use this if your HUD glitched or crashed with a run time error. It will attempt restore your gameplay progress. 1.5.4 'Faction Name' button: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Enter your army's name, essentially its like your player name, it can be whatever. It is limited to 64 characters, supports unicode, and new lines. Refrain from using "Neutral" as a faction name, thats a debug mode feature Above this button you can see essential information about your game, such as - how many resources you have - your current population, and population cap - how many resources you get per minute (it updates every 20 seconds) 1.5.5 Recolor panel and Allies (Teaming): ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Here you can set your faction's color, the color as you play as. EXACT same colors count as teams (allies) Customize color into whatever by clicking and dragging on the color picker. Active color is shown on the big square. Faction color is also displayed with lsl vectors on top of the color display box, this is for setting up teams with custom colors. Simply tell your team mates what color is displayed there, and they can click the color display box on their HUDs and type that vector in to set their color to exactly yours. Refrain from using pure white as your faction color, as that is a debug mode color, like the Neutral Faction name. In debug mode the game will not function properly. It is advised to play with a color that is close to white but not pure white, such as <0.99, 0.99, 0.99>. 1.5.6 Join Game / Leave game button: ˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇˇ Join the game with the active faction name and faction color settings. If already in game, you can leave the game with this button, which will remove all your units from the simulator. When Joining game, the HUD also reports the user set rules, which can be overriden by globally set rules, explained bellow in section 2.1 2. Gameplay: ************ Your primary resource is power, you get power by building power plants, place one near an object with high script time and memory usage, and you get additional boost with that power plant. - Anticheat features are in place, so you cant rez a super high script time object next to your power plant, it will be ignored. This script time and memory based power boost is only there to simulate a sort of "better area" to construct a power plant at, or to have natural control points around the world, it is a way of extra interaction between the outside world and the game. You have a limit on how much resources you can store, build more of the faction's energy storage building to increase the limit. Your Command Center gives a little base resource generation as well. Dont know what are the energy storage buildings? check the faction notecards at 3.1 section bellow. As you build more power plants, they price will rise, that is so it doesn't become too easy to make more and more money exponentionally by building power plants, if you sell your power plants, you regain the price increase, if they captured, you regain too, if you capture more power plants, it increases your cost, however when destroyed you do not regain the price increase. Defend your power plants at all costs! However the game is mainly a race of who builds more power plants, though the number of them doesn't always define the outcome of the battle. When two players with similar skills clash, it is all about capturing power plants or outdoing the enemy with tactics and strategy, because you cannot make more than 3 advanced power plants, and the regular ones would be too expensive to be economical, so you would capture the enemy's reserves... however they are well defended. (supposedly). When you loose a power plant the cost of them wont decrease, that is so the gameplay decays and doesn't last forever. Adapt to your environment, if you have SL-water near you, use it for your advantage (ships, hover units, etc) If you are confined in a small area, you need to look for new ways to expand, or just keep your base small and try to manage that way (makes the game more intresting) There is two population caps in place, the first one is based on how many factories you have, each factory gives 10 population, advanced ones give 20. Advanced units and turrets will take two population, while the regular ones take only one. Capturing enemy units will not add to your population, but you rather hold their population as hostage. The second population cap is based on the parcel prim limit, and it is there to prevent overflowing the parcel once that population cap is hit, no new structures or units can be built, and players have to manage with what they have Infinite Production mode: All unit production facilities have am option on their command button lists called Infinite Production. This toggles to whether keep construction of the current unit until the resources or population runs out, or not. You can toggle this during production or when the building is in idle, and it will only turn off if you toggle it again with the same button. Stopping production manually or running out of resources will not disable it. 2.1 Gameplay Manipulator Rules: `````````````````````````````````` There are three rules that you can access from the menu button, these are user set rules, they only apply to your HUD, for others don't. Unless they set it aswell. There are three rules that can be globally enforced, by the Havok Wars Arbiter that can set rules out for everyone in the region. These rules are following: User Command Center Defeat Rule: When you loose the Command Center, you have been defeated, and ejected from the game. Global Command Center Defeat Rule: Same as above, but enforced region wide for everyone. Overrides the user set one. User Tech Center Disable: Disables Tech Centers, so you can't build them and advance to Tier 2 and 3 technology. Global Tech Center Disable: Same as above except it is enforced region wide for everyone. Overrides the user set rule. Global Power Plant Limit Rule: Defines how many power plants can be BUILT, which means, if you loose one, you cant replace it, if you ran out of builds. Globally enforced for everyone. The Command Center Defeat Rule is set by default, for various game compatibility reasons. If you still like to play with that off, you can do so, but things like power plant pricing, may not always work properly. The game will continue to function ofcourse. There is also a fourth rule, which is constant, a population cap based on prim limit of the parcel. If it's near full, no one can make new units or buildings, that is to prevent the uncomfortable 'unable to rez object because parcel is full' messages. Titan Units can be enabled in the user rules section, Titan Units are game-ender super powerful large units, and only one can be built, and it is quite the hassle to do so, but once you did, you practically won the game... unless the enemy has one too. Havok Wars Arbiter: You can request an Arbiter for your region by contacting IceCold Skytower. For power plant limit enforcement for single matches, please don't ask for an arbiter, games played in small groups you can just negotiate with the other players on how many power plants will be allowed, as described in "Fair Play" section. If you want power plant limit to be globally enforced in your region, then you will need the Arbiter. Use the Havok Wars Arbiter for autonomus rule enforcing, ideal for designated Havok Wars game regions, events, or other similar activities. 2.2 Fair Play: ```````````` Like in every game, you have rules that aren't strictly enforced, but should be followed. Ofcourse these rules can be modified, changed, added to, or removed, but you have to agree with the other players BEFORE starting the match. In a nutshell, these rules are for a group of people to accept, on how to play the game, in this section the 'default' rules are written, how you should play the game, a method, a default rule. Like how you can play with a pack of cards by many rules as you like, or how you have rules in a board game, but you can pretty much add your own to it or modify it as long as you agree with the others. The rules are simple. Play fair, keep it up like how in a Multiplayer RTS game would go on. These rules are vague and not fully covering down everything, since it is common sense you would discuss with other players on how you going to play the game Havok Wars is a tool for having fun and having a good RTS battle in Second Life, it is for the players to decide how they are going to get on about it, theres no prize for winning, so there is no problem with cheating, it just ruins the fun for others... Quitters usually considered defeated. For another example you don't just move your units and base defenses into the enemy base, or into intercept path You don't just rez prims to block out enemy or projectiles. You shouldn't alter the game environment while the match is going on You must not attack and rush down people who joined midgame, give them time to develop You shouldn't use any additional prims while playing the game, however flattening for base structures is allowed by box primitives, if say the terrain is just too rough everywhere and you couldn't find a better place, or you want to make a slope passable, or giving a bit of help for s shipyard's placement, or other similitudes. These are a recipe for a good challenging fun with your friends. You and your friends or playmates can come up with other ideas, add to these or take away from these, alter it in any way, but be sure to let all the other players aware of this, and even those who are late joiners. The tools for fun and fair, challenging game are provided, it is up to your discretion on how you going to use it. 2.3 Group Selection Saving: ```````````````````````````` With the given gestures from the menu, you can map a selected group into a number key, any group selection can be mapped, single selections cannot. That means you can't map buildings, or single selected units, but you can map group selected base defenses and any unit. The rules of group selection still applies (explained above) To load a mapped selection simply press the associated number key (if the gestures are enabled) To map a selection to a number key press the number key and the shift key along (if the according gestures are enabled) 2.4 Useful Technological Snippets: `````````````````````````````````` Before playing, always check the menu for the user rules, so you won't get an unwanted surprise. Sometimes the click-on-enemy-to-attack wont work, because it requires the enemy unit or building to tell the HUD that thats an enemy we clicked, and it will send the attack order to selection. In case of repeated fails of that, you can just altcam the enemy and click the attack button. It is a more direct and efficient way of attacking, but in the heat of battle it is good to be able to just click on enemy. When you construct alot of units from a structure, they will pile up at the rally point and all will try to move to it. If you have alot of them trying to move, just group select them and order them to stop, that way saving up physics time in the region. In case of slow regions, you propably want to concentrate your forces in larger more expensive, more beefy units, rather than spamming small weak ones. Sometimes the move or attack orders wont work immidietly at first try because Raycast is glitchy, in that case just altcam from a different direction, or just zoom out or in a bit, and try again, same goes when the attack order happens to be directed to the prim bellow the unit or somewhere else, just order it again. It is truly a nuisance LL's fault on that. Keep in mind, Raycast has to be start in the same region where it hits, so be sure your camera is always in the boundaries of region while giving move or attack orders. Your builders cannot build uphill, however they can build downhill without problems. If your ground unit production facility faces a hill side it will rez the units underground. To prevent this, just use SL's edit tool to rotate it around. When you Land your air units for repairs, they are defenseless against ground units and can easily be destroyed Shipyard can be tedious to place, just put a prim on the steep coast line, so that there is a roughly 1 meter deep shallow water for your dozer to build upon. Due to a common raycast bug, at some camera angles the raycast does not work, the HUD has a built in compensation for this, that tries to altcam the target from different angles until it works, but even that can fail sometimes. In those times happens that your units will not move, or not attack the target you specify, in that case just altcam from an entirely different angle, and try again. 3. Additional information: ********************** Hud Layout helper texture for the legacy layout: 􀀃 Each faction has they own documentation with even more information about how to play that faction. 􀀁 􀀂 􀀀 The game is not inter-regional, you can't transfer gameplay to other neighbouring regions. Each region acts as a 'game server' with a 'map', you can join game in the simulator (server) or leave the game. It is recommended to leave the game before logging out / teleporting / region crossing. If you have any questions, issues, bugs to report, you can join the Aluveaux Technologies group at secondlife:///app/group/5aca9abe-4bf9-febe-6b46-6b64c85d6e6e/about or you can contact IceCold Skytower 4. HUD Layouts ******************** You can select HUD Layouts from the menu Install a HUD Layout by adding the LAYOUT notecard to the contents of your HUD To create a HUD Layout, move the HUD components around, additionally you can add your custom textures to it too, so you get a picture of how it will look. Press the Menu button, and select the Record Layout button. The HUD will spew out what should be the notecard, you can copy paste this, and remove the chat header of the HUD Name if needed. Texture UUIDs have to be added manually after the notecard lines, this is because scripts cannot get the Texture UUID of a nonfullperm object If you don't add a texture UUID to a line, the prim of that line will not change texture, and use the previous one. For the "playbutton" you may set two textures, first for Join Game, and second for Leave Game Example lines from the Default Layout: commandbutton10,<0.078400, -0.056200, 0.029400>,<0.037883, 0.090205, 0.017294>,<0.000000, 0.000174, -0.000283, -1.000001>,b410d482-a601-2bb8-6af5-ca728c52c24a playbutton,<0.060110, -0.170325, 0.028702>,<0.040148, 0.130583, 0.014266>,<0.000045, 0.000075, -0.707107, 0.707107>,490a1387-fa6b-343d-8126-98b3cebb8b00,2ccd4b0c-3c84-8bbd-aba0-88d779d92c7e colorchng,<-0.352300, -0.098482, -0.004187>,<0.339449, 0.402357, 0.053244>,<0.000000, 0.000107, 0.000000, 1.000000>,46ff1700-cd52-acc6-a810-49353ac3bf60 Additionally you can just take a peek on the default layout notecards, and see how things are made. As you may notice in the default layout notecards as well, it is advised to not set a custom texture for the following object names: colorPalette colorLum sliderCross sliderLum players These are components for the color wheel and the player hover text.