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Masters of the Force
Mod Manual
Release 2: "Not Promod"
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Table of Contents:

	1.0	Dodge
	2.0	Explosives Hit Detection
	3.0	Portable Assualt Sentry
	4.0	True View


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1.0:  Dodge
	
	Summary:
	
	In real life, your reflexes allow you to avoid dangerous objects quickly and even without thinking.  This is also seen inside the Star Wars movies.  In fact, Jedi display reflexive abilities that are far behound any normal human ability.  As such, MotF has decided to make this a critical part of gameplay.  

	Dodge, in a gameplay sense, is a another form of protection for your player.  Whenever you receive damage, Dodge attempts to block it.  1 Dodge Point (DP) will block 1 point of damage.  However, Dodge doesn't work against the powers of the Force.  In addition, due to the difficult of changing direction in midair, all DP costs are double while in the air. 

	Partial Dodges:

	If you successfully block move than 50% of the damage, you'll perform a Partial Dodge (also known as a Partial Hit).  When you receive a partial hit, your character will stop what s/he's doing and perform a Matrix-like move to avoid the damage (all while in real-time).  In addition, most forms of projectile attacks (blasters, disruptor shots, etc) will then continue on their way (AKA Weapon Passthru) and possibly harming other players.

	Full Dodges:

	If you dodge 100% of the damage, your character will perform a Full Dodge.  A Full Dodge acts just like a Partial Dodge except for two things.  First, your character lefts a afterimage, and secondly, ALL weapons pass by as if your character was never there.

	Visual Indicators:

	A new HUD display has been added to the upper-left part of the screen.  This Dodge Meter reads just like the ammo indicator.  Other visual clues to indicate you and your opponent's remaining are as shown below and mentioned under the Partial and Full Dodge entries.

Dodge <-> Visual Indications


DP Remaining		Dodge Type	Dodges	Afterimage	Weapon Passthru
-------------------------------------------------------------------------------
Full to Moderate	Full		X	X		X
Moderate to Low		Partial		X			/
Low to None		None			


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2.0:  Explosive Hit System

	Summary:

	The explosive hit detection has been rewritten.  The new system is more realistic and more lethal.

	The System:

	Explosive damage now consists of two parts;  Concussion Damage and Fragmentation Damage

	Concussion - Damage caused to the body by the rapid expansion of air and flame by an explosion.  Concussion damage is based on a simple check to see if your center of mass is in range and exposed to the explosion.  The damage dealt is based on the weapon used and the range from "ground zerO".

	 Fragmentation - Damage caused by the hundreds of pieces of debris thrown into the air by the explosion.  Fragmentation damage is based on the surface area exposed to the blast, distance, and explosive type.  The game throws multiple fragments towards the player and the damage is based on how many hit the player.  This is very realistic so minimizing your profile and ducking behind objects will reduce the damage.


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3.0:  Ghoul2 Hit Detection / Hitzones

	Summary:

	We've made the Ghoul2 system now work for most of the weapons (the thrown saber is the only exception).  This is a HUGE improvement in the realism and accuracy of hitzones and the hit detection in general.  Basically, an reference model is used instead of a simple box for determining hits and results in per polygon hit detection.  Please note that only the single model (Kyle's) is used for the hit detection so don't expect to hit the gun holster on Solo, the head feathers on Tavon, etc.

	Special thanks to Jaii der harr for introducing us to the concept.  


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4.0:  Portable Assualt Sentry

	Summary:

	The sentry gun item is a bit different.  It's visually the same but its gameplay attributes are slightly different.
  
	Background:
	
	This sentry gun was created by the Rebel Alliance for automated "drop and support" infantry close support/guard duty.  The sentry gun had a very suffisticated targeting and IFF (Identify Friend or Foe) hardware that couldn't be allowed to fall into Imperial hands.  So, the sentry was designed with a self-destruct for situations where the gun would be left to defend a retreating Rebel force.  

	However, early in prototype testing, a serious design flaw was discovered that limited it from mainline use.  Due to the weight requirements, the gun had to lightly armored and this light armor proved to be a problem.  Whenever the gun is destroyed, by weaponfire or by self-destruct, the gun explodes uncontrolled instead of the intended controlled internal explosion.  Understandably, this couldn't be used for it's original purpose since a single spray shot could blow up the gune and kill the nearby soldier.

	Immediately, the special ops section of the Rebel Alliance snapped the design for use with small commando teams.  The sentry gun proved to be a vuluable asset as a distraction/destruction device.  The commando teams learned that the gun could be used to cover hallways/doorways/etc while team preformed it's mission and then used as a escape tactic by triggering a explosion with a well placed shot.
	  
			
	Gameplay Changes:
	
	The self destruct splash damage is now based on the amount of remaining ammo plus a small self-destruct charge.  Some of the explosive force is disappatted by the sentry armor but not much.  Plus, the splash radius is now bigger. This makes for some interesting game play options.


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4.0:  True View

	Summary:

	True View puts you in the game.  It's a special first person camera that puts you in the body of your character.  Roll and you'll see your body roll.  Look down and you'll see your feet.

	Realism Settings:

	Unfortunately, JK2 wasn't created with the FPS view in mind.  Many of the animations move too quickly and can result in motion sickness.  With that in mind, we've added some controls to alway you to enjoy even if you get motion sickness or prefer to not to have the camera view spin all the time.  These setttings are controlled by the cvars motf_truespin, motf_trueflip, and motf_trueroll.

	There are three realism settings for the three axii of movement; No Movement, Simplifed, and Real Mode for Spins, Flips, and Rolls.  All settings default to Real Mode.

	No Movement (0):  Prevents any camera movement for this type of move.
	Simplified  (1):  Performs a graceful 360 degree in the rotation of the move.
	Real	    (2):  Sets the camera movement to the player model.  This is the most realistic mode and is what you would actually see if you were the player.

	Notes:
		The animations don't match up with the No Movement and Simplified Modes. You are more likely to have your camera view clip thru body parts in these modes.
		Due to the way the game engine handles the camera, anything that moves too close to the camera clips, so there are many occasions where your camera will slightly clip thru walls, bodies, etc.

	Eye Positioning:
	
	Since the models weren't set up for True View, many non-human have noses, mouths, etc that clip thru the camera by default.  MotF has accounted for this with the motf_trueeyeposition cvar and the Automatic Eye Adjuster.  Whenever a model is loaded, MotF checks trueview.cfg for the name of the model.  If the model is listed, the given value is automatically inputed into motf_trueeyeposition for you.  A ingame message will be given when this happens.  

	We've already provided the needed values for Raven's standard model set.  However, we can't account for every model by ourselves.  If you find a model that have facial clipping manually use motf_trueeyeposition (positive numbers to shift the view forward / negative move back) to find a good position.  Please send in your ideal settings so we can add them to the next version of MotF.

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Written by Razor Ace
Edited by Ymth


