recursal/Fanatic-Fandom huggingface dataset:
Dxun Camp

## Description

### Ebon Hawk

I need to reach Onderon to find Jedi Master Kavar, but will need the help of Mandalore to get off of this moon. In exchange he wants our assistance destroying the mercenary weapons nearby. This will strengthen the Mandalorian hold over the Dxun jungles.

Let's just hope he keeps up his end of the bargain.

### Mercenaries

That Mandalorian filth has enlisted the help of a Jedi in an attempt to destroy our weapon supplies. We can't let Mandalore have a stronger hold on these jungles. Stop them at all costs.

Double credits goes to whoever kills the Jedi.
Version 1.7.0.2

Version 1.7 (August 28th, 2020) | Version 1.7.0.2 (August 31st, 2020)

## CHANGELOG

### General

* Fix: Addressed issue where selected points were not being fully applied to classes.
* Fix: Player model RGB color should now be preserved during private duels.

### Models

* Fix: Bastilla holds lightsabers correctly again.

### Maps

* Change / Fix: mb2\_deathstar
	+ Fixed attacker spawn move logic so it cannot revert to detention.
	+ Attacker spawn change triggers are now much closer to Falcon hangar.
	+ Made it harder to fall outside new tube lift.
	+ Gantry lift in Falcon hangar extends slightly higher to accommodate SBDs.
	+ Fixed some minor visual issues and optimized a few things.
* Fix: mb2\_echobase
	+ Adjusted Falcon clipping to block a spot players could fall inside.

### UI

* Change: Added a dozen color presets back to character model menu (shared by all RGB models).
* Fix: Restored saber color number entry to hilt menus.
Coruscant Chase

## Description

### Jedi

We have captured the bounty hunter who attempted to assassinate Senator Amidala. We need to keep her safe until we can interrogate her about any conspirators. Transport to the temple is on the way.

### Bounty Hunters

The Jedi have captured Zam Wesell. If they interrogate her, the trail will lead back to our employer. She knew the risks when she took the contract. Eleminate her before she gives them any information.

## Update Log

Version 1.0

* Fixed some door trigger related issues.
* FPS improvements.
* Removed unneeded glass brush near the large elevator.
Jedi Temple

## Description

### Jedi

This cannot be. The Jedi Temple is being attacked by Republic clone troopers. Anakin Skywalker is leading them. Most of the Jedi have died in the fighting, but we have managed to barricade the lower levels. We must not let them reach the beacon room.

May the force be with you.

### Sith

Order 66 has been executed. The Jedi have attempted to take control of the Republic and murder the chancellor of the senate. They must be wiped from the galaxy. Kill their younglings and program the beacon to summon the rest of the Jedi here.

Do what must be done. Do not hesitate. Show no mercy.

## Update Log

Version 1.0

* Added MB2\_JediTemple\_Classic
* FA: changed/improved, class descriptions improved.
* Fixed an issue with the door trigger at the rebel spawn.
* Minor FPS improvements.

Version 0.1.6

* Added facing flag to secondary objective trigger.
* Fixed an issue that could make grenades and blaster fire disappear.
* Fixed rebels being able to unlock secondary doors.
* Fixed a minor z-fighting issue in the library.

Version 0.1

* Beacon now activates secondary door
* Changed youngling requirement from 4/7 Younglings to 6/7
Key Bindings

A keybind is the relationship between a command and a key. When the key of a keybind is pressed, the command 'bound' to that key is executed. Users can change most of their movement and interaction keybinds in the controls tab of their options menu. However, some keybinds are not listed in the options menu and can only be changed using the in-game console.

## Console Command Example

/bind F12 "screenshot"

This command binds the screenshot command to F12.

## Default Keybinds (Console)

These keybinds are changeable only through console commands.

## Notes

* If you are running Movie Battles II through Steam overlay, F12 functions as print-screen button.
* You will find your screenshots in C:\Program Files (x86)\Steam\steamapps\common\Jedi Academy\Movie Battles 2\GameData\MBII\screenshots for Steam version of the game.
UM Bespin

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 1.2.2

* Improved performance slightly.
* Full Authentic balance changes for Shadowtrooper, R5, and Bartender.
Build 18.0.2

This patch includes a few gameplay and bug fixes.

Changes from B18.01:

* Invalid model crash bug is fixed
* Staff and Duals now have correct BP and AP values
* Various infinite ammo bugs are fixed
* Dekas no longer regenerate ammo while they're being electrocuted
* Dekas no longer regenerate shield or ammo while rolling
* Damage reduction applies only to the intended weapons

**The patch is server-side only.**
Force Repulse

**Force Repulse** powerfully pushes all enemies in a 360 degree around the user similar to a Force Super Push. Force Repulse uniquely ignores Force Block.

## How to Purchase

Unlike other force powers, Force Repulse is only unlocked when the ability requirements are met. The player must have Push 3, Pull 3, Jump 3, and Saber Defense 0. To activate, press class ability one in melee. Force Repulse costs 50 Force Points to use.

## Tips

* The ability makes a distinct sound effect when used. This will give away the user's position.
* This ability is best used to ambush Jedi and Sith to score an instant kill.
* Consider dropping down from a ledge before using the ability to make use of the 360 degree push radius.
* Since the move costs 50 FP to use, the player will be vulnerable to force powers immediately after use.
* This ability can kill ARCs with dexterity 3, unlike Pull-Push Super Push.
* The ability stalls the user in the air. This can be used to avoid fall damage with good timing.
Character Files

Character files (.mbch) are used by Movie Battles II for the Full Authentic gamemode.

They should be placed in the `ext_data/mb2/character` folder of your map pk3.

It's best to name them something unique so that there won't be any conflicts with the .mbch files from other maps, usually something to do with your map - for example, all of doomgiver's character files have the prefix "dg\_".

## Making your FA file

It's possibly best to use a different map's full authentic files as a template when you're getting started with .mbch files.

Also, if you want to add a comment, just add two slashes like this: `//This is my comment!`.

Here is an example of a Full Authentic file ~~(follow the links for options to find out more about them and the options available)~~:

```
//Siege class def file.

ClassInfo
{
    name               "dg\_cmp\_RKyleK" //this should match the filename of the .mbch

    weapons            WP\_MELEE|WP\_BLASTER\_PISTOL|WP\_SABER //what weapons the class is carrying about

    saber1             katarn //this is the lightsaber hilt used by the class

    sabercolor         4 //lightsaber colour

    saberstyle         SS\_FAST|SS\_MEDIUM|SS\_STRONG

    maxhealth          100
    maxarmor           30
    model              "kyle" //forces the model to this.

    skin               "default" //forces the skin to this.

    uishader           "models/players/doompack/KyleKatarn" //icon used in menu

    MBClass            MB\_CLASS\_JEDI
    classNumberLimit   1
    BPmultiplier       1.4
    APmultiplier       1.4
    forceregen         1.2
    forcepool          100
    damageGiven        0.85
}

WeaponInfo0
{
    WeaponToReplace     WP\_BLASTER\_PISTOL
    WeaponBasedOff      WP\_BRYAR\_OLD
    NewWorldModel       "models/weapons2/kyle\_bryar\_pistol/briar\_pistol\_w.glm"
    NewViewModel        "models/weapons2/kyle\_bryar\_pistol/briar\_pistol.md3"
    Icon                "gfx/hud/w\_icon\_briar"
    WeaponName          "Bryar Blaster Pistol"
    MuzzleEffect        "Blaster/MuzzleFlash01Y"
    AltMuzzleEffect     "Blaster/MuzzleFlash01Y"
    MissileEffect       "Blaster/Shot02Y"
    Missile3Effect      "Blaster/Shot02Y"
    AltMissileEffect    "Blaster/Shot02Y"
    PowerupShotEffect   "Blaster/Shot04Y"
    ChargeEffect        "gfx/effects/yellow\_bryarFrontFlash"
    customAmmo          200
}

description "Kyle Katarn

Weaponry:
Bryar Pistol (3)
Lightsaber

Force Powers:
Force Jump (2)
Force Speed (2)
Force Push (2)
Force Sense (2)
Force Lightning (2)
Force Block (2)
Saber Offense (3)
Saber Defense (3)
Saber Deflect (2)

Attributes:
Armour (2)
Ammo (2)
Self Heal (1)

Kyle Katarn was a former Imperial trooper who became a Jedi Master and celebrated hero of the Rebellion and later the New Republic."

```

This is fairly vanilla FA file, *mostly* using only abilities and options available in Open. You can find the original file within `mb2_cmp_assets3.pk3` at `ext_data/mb2/character/dg_cmp_RKyleK.mbch`.
Projectile Rifle

Unlike any other weapon in Movie Battles II, the **Projectile Rifle** shoots a real bullet. The clip contains only one shot. The projectile rifle is one of the four sniper rifle-class weapons in MBII, and is the most immediately powerful of them all. The KiSteer 1284 projectile rifle was a slug thrower used during the last decades of the Galactic Republic. The Clawdite assassin Zam Wesell was known to carry a KiSteer 1284.

## Levels & Effects

* Two levels of zoom are allowed (3x and 10x).

## Gameplay Tips

* Ammo is very important with the projectile rifle as limited amounts of it are received due to its massive power.
* As a Hero, buying (at least) Dodge level 2 along with this weapon is highly advised.
* This weapon is inaccurate while running and walking. It also can't fire unless it's in scoped mode.
* "Pop n' Snipe" refers to an effective tactic with the projectile rifle. Enter scope mode at the edge of cover, run out, pause for a split second to steady the accuracy, and fire a shot at the desired target. Immediately run back to cover.
* There is a very large 'cool-down' between firing this weapon and switching to the next weapon.
* Reload also takes a very long time. This makes firing at close-range very dangerous.
Force Push

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

**Force Push** enables a Jedi/Sith to shove away people, projectiles and world objects from a distance with the Force.

## Levels & Effects

Level 1
Cost: 2
Costs 40 force points to activate. Has a medium sized cone of effect. Pushes back rockets, grenades, and other projectiles. Shoves a player back a small distance.
Level 2
Cost: 2
Same as level one, but costs 20 force points to activate.
Level 3
Cost: 8
Has a large area of effect cone, and will knock other players over if they are running or jumping. It also pushes rockets and grenades back in the direction you aim. Enables the use of Force Super Push with Force Pull 3.
## Tips

* A few map objects can be manipulated with push if you see a blue whirlpool over the object when you put your crosshair over them.
* Crouching reduces the distance that the player is shoved by force push. Use this to avoid getting thrown off the edge of a cliff.
* If a jedis try to force push you, walk so they push you farther back and make more work for themselves!
Corellia

## Description

### Republic

An allied outpost was captured by Mandalorians this morning. Unfortunately, four V-19 fighters were undergoing maintence at that time. Those ships have recordings that could compromise secret Republic bases. Get in, disable the forcefields, and get out in the V-19 fighters. Good Luck.

### Mandalorians

Our scanners have detected a lone approaching Republic Gunship. Odds are that it's filled with commandos. We must have something they want, but a mere Gunship is no match for the warriors of Mandalore. KOM'RE TSAD DROTEN TROCH YN URES ADDEN VODE AN! Let them try their best!

## Update Log

Version 1.2.1

* Addressed FA balance issue caused by 1.2's pistol changes.
* Clipped off upper area of building at attacker's spawn.

Version 1.2

* Attempting to ride the Republic Gunship is now dangerous.
* No longer possible to wall saber bomb planters.

Version 1.1

* Added cover to storage vents.
* Added new side route connected to the business center and hangar.
* Main storage-hangar doors are now disabled for the first 12 seconds.
* Reb spawns get moved slightly earlier now.
* Reduced return wait time on main elevator from 4 to 3 seconds.
* Removed part of the vents that used to block you.

Version 1.0.1

* Added some vent grates in the vent shafts to help players reach the upper level.
* Changed hangar floor texture.
* Fixed a rare case where the large hangar door would not let you through when open.
* Fixed some surfaces being caulked & clipped a few things.
* Fixed z-fighting in a few places.
* Lowered vent elevator crushing damage (from 5 to 1).
* Minor brushwork fixes & performance improvements.
* Removed some broken hints.
* Removed some extra visual detail in imp spawn.
* Removed some of the vent supports to give a clearer view.
* Removed water drop efx in lower vents.

Version 1.0

* Added to Official Release. Changes from CMP Below.
	+ FPS improvements.
	+ Generator door hack time lowered from 6 to 4 seconds.
	+ Generator health lowered from 1500 to 1000 HP.
	+ Generator (shield) hack time lowered from 20 to 10 seconds.
	+ Generator shield project health lowered from 1500 to 1000 HP.
	+ Improved elevators across the map.
	+ Minor (visual) bugfixes.
	+ Moved imperial spawns back a little bit.
	+ Protocol droid is now pushable.
	+ Removed some (unneeded) visual detail.
	+ Removed vent dropping down in control room.
Neuro-Saav Model TD2.3 Electrobinoculars

Neuro-Saav Model TD2.3 Electrobinoculars

Library Entry (JKA)Neuro-Saav Model TD2.3 Electrobinoculars
Electrobinoculars operate in low-light and normal light conditions to magnify distant objects and provide a heads-up display that features detailed information on the area viewed.  The heads-up display measures distances and offers various telemetry readouts on the object or area in view. Powered by normal battery cells that drain power at a minimal rate.

These binoculars provide players with long distance viewing capabilities.
Starkiller Base

## Description

### Resistance

My friend here has a bag full of explosives. Let's use 'em. Planting six on the fuel cells should be enough to destroy them and create an opening for the Resistance starfighters.

The longer we're here the less luck we're gonna have.

### First Order

We have their location. We tracked their reconnaissance ship to the Ileenium system. Begin charging the weapon and dispatch all squadrons to stop the Resistance from destroying the fuel cells.

All remaining systems will bow to the First Order!
Force Deadly Sight

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

**Deadly Sight** was a power of the dark side of the Force, focusing the user's hatred into deadly energy. The last known practitioner was by the Dark Jedi Sariss, who used it in her duel against the Jedi Kyle Katarn.

## Levels & Effects

Level 1
Cost: FA
Uses Deadly Sight on a single target under your crosshair for as long as Deadly Sight is active.
Level 2
Cost: FA
Extends the effect of Deadly Sight to any number of targets within 30 degrees in front of you, for as long as Deadly Sight is active.
Level 3
Cost: FA
Extends the effect even further, affecting any number of targets within 120 degrees in front of you, for as long as Deadly Sight is active.
Droideka

**Droidekas** are *Villain* ultra-heavy gunners. They could be said to correspond to *Hero* Clone Troopers, but the two classes are nothing alike.

## Overview

The Deka is a very powerful class and can completely change a round but plays so differently from other classes within MB2. The class is not recommend for new players due to its clunky controls despite its power in the hands of more experienced players. Using a regenerating shield and heavy firepower the Deka can be used in two modes toggled using the Crouch key: Roll - the Deka has increased movement speed but takes double damage from all attacks or Deployed - the Deka is ready to fight with his shields deployed and weapons activated, while deployed the shields can be toggled between on or off using Special 1. Deka's can change their secondary ability between rounds from Quick Deploy, Shield Discharge or Power Management but can only use all 1 at a time.

Heavily armoured and shielded, tempered by lack of mobility in certain cases. When moving full speed forward, the Droideka folds up and rolls, with its shield shut down. In this state, it cannot fire. While standing still, a powerful shield is created around you which can hold off substantial amounts of enemy fire. While a Droideka's shield is powered up, the energy can detonate grenades and other explosives that come in contact with it.

## Weapons and Abilities

### Hull Strength

* Level 0: The Deka has 200 HP
* Level 1: The Deka has 300 HP
* Level 2: The Deka has 400HP
* Level 3: The Deka no longer takes double damage while rolling

### Shield Power

* Level 1: 300 Shield HP
* Level 2: 500 Shield HP
* Level 3: 700 Shield HP

### Firepower

* Level 0: Slow firerate, slow ammo regeneration
* Level 1: Slow firerate, medium ammo regeneration
* Level 2: Fast Firerate, medium ammo regeneration
* Level 3: Fast Firerate, high ammo regeneration

### Shield Generator

* Level 1: The shield only works while not moving
* Level 2: The shield now activates while deploying
* Level 3: The shield now works while moving

### Shield Discharge

The ability to discharge a large amount of shield energy in a shockwave that pushes enemies away from the Droideka. This knocks enemies down if they are airborne.

### Quick Deploy

Speeds up the Deka's deployment and pack up time.

### Power Management

Press the saber select key to swap between Shield>Weapons mode and the Weapons>Shield mode. Allows the transfer of power from one system to another. Especially powerful with Firepower 3 or Shield power 3.

## Class Specials

Class Special 1: Turn off shield. This is the default way to regenerate shield HP.

## Weaknesses

Droidekas are extremely vulnerable to an ARC Trooper's pulse grenades. While subject to the effects of a pulse nade, the droideka cannot fire, leaving it defenceless. The droidekas have to stay deployed to be able to recharge it's weapon after being hit by pulse grenades.
Build 17.01

A new server-side version of code - B17.01 - is now available from the main site for server admins to increase the stability of their servers, as well as to fix a couple of known bugs.

**Changes between B17 and B17.01:**

* Provided a fix for the ability to crash servers via a bad chat command.
* Stopped the writing of .nav files - which we have determined are responsible for continously increasing memory hogging by MBII servers. (Please make sure you clear out any existing .nav files from your system when running this new version)
* Fixed ammo bug.
* Fixed 'red sabers on Hero team' bug.

Please note that there are no gameplay alterations included in this hotfix. These changes are mainly for server stability. Gameplay changes will be coming in a later, more comprehensive patch.
Version 0.1.6

Version 0.1.5 (September 16th, 2012) | Version 0.1.6 (October 6th, 2012)

* Fixed a bug which caused a player to stagger when hit by a player who was already staggering.
* Fixed a bug which caused a stagger to occur when BP was above the required threshold
* Instaslash fix improved.
* Minor stagger bugfixes.
* Many instances of delayed swings have been removed.

### Jedi/Sith

* Each stance now has it's own unique stagger animation
* Some special moves have had their BP drain decreased.
* Damage reduction given to opponents when being hit by a swingblocking Jedi/Sith has been removed
* Stagger BP threshold for blue stance changed to 33BP.

### General

* Added MBII Readme.html.
* Removed some unused assets.
* Updated Play\_MBII.bat

### UI

* Added an ingame changelog.
* Updated the ingame credits.

### Maps

#### Mb2\_Boc

* Fixed a small issue on the FA.
* Increased rebel spawnpoints to prevent server crashes.

#### Mb2\_Duel\_Dotf

* Fixed a bug which allowed spectators to go outside the map.

#### Mb2\_Jabba

* Fixed a bug which allowed dekas to trigger a few objective related entities.
* Improved rock pull in the rancor area.
* Minor FPS and VIS improvements across the map.
* Updated prison area to have larger corridors.

#### Mb2\_Jeditemple

* Added facing flag to secondary objective trigger.
* Fixed an issue that could make grenades and blaster fire dissapear.
* Fixed rebels being able to unlock secondary doors.
* Fixed a minor z-fighting issue in the library.

#### Mb2\_Lunarbase

* Breaking windows will once again assign kills for players and teammates killed.
Big Bacta

Big Bacta

Library Entry (JKA)BioTech Bacta Canisters
Bacta canisters are portable, disposable packs of bacta ointments and emergency care tools. Designed for use in the field, bacta canisters can be used to heal wounds and restore vitality during medical recovery.  No field medic should be without them.

The item gives the user 50 health instantly when used, destroying the item in the process. If the user has a health deficit of less than 50, the remaining health potential of the item is wasted. The item/health cannot be given to another player.

*See also: BioTech Bacta Canister*
Version 0.1.4

Version 0.1.3 (March 13th, 2012) | Version 0.1.4 (June 17th, 2012)

## Server

* Fixed a bug causing sv\_maxconnections to be ignored
* Minor stability and performance enhancements.

## Client

* Fixed several rare client side crashes
* Minor load time optimisations

## Bugs

* SBDs can no longer jump while dead
* SBDs can no longer crouch while dead
* SBDs can no longer move while dead
* You can no longer get Wookiee Fury from NPCs
* Fixed an issue where the Client Version would report a mismatch when attempting to connect to a localhost game

## Disruptor

* Disruptor Alt Fire minimum damage has been increased

## Clone

* Ion Blobs were increased to 3 per point spent

## Wookiee

* Wookiee Fury Speed has been balance adjusted

## General

* A balance pass has been done on hit location damage modifiers.
* Added new idleAnim and firingAnim fields to WeaponInfo in FA character files
* Some UI Countdown timers can now be hidden

## Maps

* Added Battle over Coruscant
* Updated Deathstar
* Updated Lunarbase
* Updated Theed
* Updated Republic Cruiser
* Updated Mustafar
* Coruscant Chase 'fix' for door triggers.

UI
--

* Added Custom Resolution option in Video Settings
* Added Fraglimit to About menu
* Updated console fonts to display several previously unprintable characters
Ammo All

**DESCRIPTION**

DO NOT PLACE in a map, this is only for siege classes that have ammo dispensing ability. When given to a player it gives 2 missiles 50 energy 50 bolts.

**SPAWNFLAGS**

SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.

**KEYS&VALUES**

wait - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).

random - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).

count - Sets the amount of ammo given to the player when weapon is picked up.

team - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).

target - picking up the item will trigger the entity this points to.

targetname - A target\_give entity can point to this for respawn freebies.

notfree - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.

notteam - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.

'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).

'notbot' - Used to make an item invisible for bot attraction.

**NOTES**

The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).

Interesting thing is that if given to player, player can give self and others ammo all day long.
Mapping 104: Worldspawn Entity

## Worldspawn

In simple terms, "worldspawn" in the context of game engines like Quake refers to the entire playable area or environment of a game level. It's like the canvas or the stage where the entire game takes place. All of your brushes by default *are* worldspawn entities. Try selecting a regular brush and pressing ctrl+e. This should select all worldspawn brushes. Now press N and pull up the entity information.

Think of the worldspawn as the global settings of your map. It also helps to define. The boundaries of where players can move and interact. It adds additional important properties to the map as well, like fog, sky settings, ambient lighting, music, gravity and other things which apply to the entire level.
Enhanced Effects

Enhanced Effects (cg\_enhancedEffects/Video settings) were something introduced as part of B19.0, and tend to be the most frequently neglected but most visually impressive feature of MBII content. Including enhanced effects support with your creations can make a world of difference in how they're presented to players.

Enhanced Effects in general won't be covered here, just how they relate to third party content such as FA configurations for maps, and new vehicles.

First, in Weapon Overrides in FA files, there are a few effects values that allow for the defining of enhanced effects with custom content, namely:

`* MissileMissEffect
* MissileMissEffectEnhanced
* altMissileMissEffect
* altMissileMissEffectEnhanced`

Note that only the non-enhanced version of an effect is *required* to exist; Enhanced effects are optional. That is to say, the actual .efx files that create the visual/audio effects themselves are optional, but even if you don't plan to use them, if you're using a feature that supports Enhanced Effects, you should *always* include the effects values in the FA files, even if they point to a nonexistent .efx file. That's part of the beauty of Enhanced Effects: If someone's trying to use Enhanced, and that efx doesn't exist, MBII will fall back to the normal, un-enhanced effects.

Not quite as obvious, there is also Enhanced Effects support for vehicles, through effects values in the .vwp(Vehicle Weapon) files. Take an excerpt from droideka\_laser.vwp, the Vehicle Weapon for the Droideka in MBII:

```
impactFX    "vehicles/droideka/droideka\_blasterhit"
impactFXEnhanced    "Blaster/Impact\_Wall03\_E"

```

Likewise, we have some text from atst\_laser.vwp:

```
impactFX    "atst/wall\_impact"
impactFXEnhanced    "atst/wall\_impact\_enhanced2"

```

impactFX is the effects that will be played with Enhanced Effects set to normal, or if Enhanced effects haven't been provided. impactFXEnhanced is the effect value that points MBII to the .efx file to use for high settings of Enhanced Effects. You should *always* have these setup in your .vwp files if you're using impactFX at all, even if you don't have an .efx file for them to use.

As a general rule of style, un-enhanced MBII effects should be fairly bland, and performance conscious: they shouldn't look out of place in BaseJKA. Enhanced effects are meant to be over the top, high quality effects that dazzle the eyes and ears. Blinding flashes, sparks and flames grouting across corridors are not out of place with Enhanced set to high.
Duel Emperor's Throne

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Update Log

Version 1.0

* Added MB2\_Duel\_Emperor\_Fancy
* Added ambient sounds.
* High-Res Lightmaps and the Mirrored Floor was removed from the default version.
* Minor bugfixes.
* Minor optimization & visual fixes.
* Removed collision from rail supports.

Version 0

* Initial Release
Version 0.1.4.1

Version 0.1.4 (June 17th, 2012) | Version 0.1.4.1 (July 17th, 2012)

* Fixed an issue where loading many sounds would cause the engine to lock-up
* Fixed a rare issue where spawning as, or spectating a Droideka could cause a client crash
* The auto-updater has been fixed. This will be the main source for updates in the future.
* With this update, the Mac client is once again in step with the Windows Client.

Server:

* Fixed an issue where using the Clone Rifle in FA would cause a client crash

Bugs:

* Some UI Errors have been corrected

Maps:

* Updated Battle over Coruscant.
* Updated Lunarbase.
* Updated Theed

Enjoy!
Force Points

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

## Overview

Force Points (referred to ingame as FP) represent the amount of Force-related things that a Jedi/Sith can do, such as using Force Powers like Force Jump, Force Lightning, or Saber Deflect.

Every saberist has 100 FP at the start of every round. FP is lost by performing things that use the Force, and regenerated when you stop using it. Taking damage as a saberist also drains FP. Force points regenerate at a rate of 5 FP a second.

## Gameplay Tips

* Don't use up FP too quickly. If the enemy you're playing against has any skill, you will be massacred.
* Keep a mental idea of how much FP it takes to do each Force Power, and how much it takes to jump a certain height, etc. A natural sense of how much you have will come eventually.
* Don't use force powers on saberists unless you're SURE that the enemy has low FP, especially not in the middle of a saber duel. Saberists are vulnerable to force powers if they have no Force Block or are Force Focused.
* Sometimes, your FP will not regenerate. This is caused by using Mind Trick, Sense, Speed, and holding a saber while you're in the air.
* Being poisoned halves FP regeneration and drains HP. By meditating, you can negate the HP drain. To meditate, open up the console (Shift + ~) and type /meditate or bind a key to it by typing in /bind <key> meditate (without the < or >).
Misc hologram

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

Movie Battles II Specific Entity

## Entity Code

```
/*QUAKED misc_hologram (1 1 1) (-8 -8 -16) (8 8 16) HIDDEN CUSTOMHOLO
=======MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Spawns and controls the hologram for trigger_captures. Target this entity at its corrisponding trigger_capture.
===========SPAWNFLAGS=============================
HIDDEN – Hologram model and dynamic light is not rendered in the world.

CUSTOMHOLO - Changes the floating hologram indicator using a path relative to the map name. (Models/Symbols/MapName). Make sure to place a Red.md3 and a Blue.md3 in the respective folder as well.
===========KEYS&VALUES============================

'target' - Point this at a trigger_capture that you want the hologram to be based off of.

'team1symbol' - Floating Hologram logo indicator for team 1. Specify a path to the model in which to display.

'team2symbol' - Floating Hologram logo indicator for team 2. Specify a path to the model in which to display.

'Icon' - Minimap/radar icon to display when neutral.

'team1icon' - Minimap/radar icon to display when team 1 has captured.

'team2icon' - Minimap/radar icon to display when team 2 has captured.

'target_team1' - Fires this target when captured by team 1.

'target_team2' - Fires this target when captured by team 2.

'target_neutral' - Fires this target when uncaptured (control lost by team 1 or team 2).

'target_boundary' - a Func_Usable with a vertex colorable shader to denote the boundary box of the target_capture corresponding to this entity.
*/

```
Duel Mustafar

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

You can jump on the floating board with a Jedi and a Sith to start the movement of it, it moves up to the fall and you can jump on the sides to stay safe however you will be stuck there.

## Update Log

Release Candidate 2

* Initial Release
Elite Trooper

**Elite Troopers**are *Hero* elite infantry. They correspond to *Villain* Commanders.

## Overview

As elite infantry, Elite Troopers have fewer lives than Soldiers, but more health, speed, and customization options. They can be configured as Soldier spawn points, heavy blaster specialists, and grenadiers.

## Buyable Abilities

### Rally

Allows the Elite to have Soldiers respawn nearby/assemble to them, and Soldiers who do so are granted an extra 20 HP and increased movement speed due to the Elite boosting their focus and morale.

* **Level 1:** You become a walking spawn point for Soldiers.

## Other Buyable Items

### Armor

**Armor** is a universal buyable ability for all classes except the Super Battle Droid, Droideka, Wookiee, Jedi, and Sith. One armor point protects against damage better than one health point.

* **Level 1:** 20 Armor
* **Level 2:** 30 Armor
* **Level 3:** 40 Armor

### Ammo

Ammunition or Ammo represents in Movie Battles the amount of presently available energy to fire a blaster weapon (e.g. E11-Blaster Rifle) or bolts to fire the Projectile Rifle.

* **Level 1:** Player has some ammo.
* **Level 2:** Player has more ammo.
* **Level 3:** Player has much ammo.

### Pistol

* **Level 1:** (no cost): Normal pistol
* **Level 2:** Enables alt charged fire.

### Blaster

* **Level 1:** Gives you E-11 blaster rifle with primary fire only.
* **Level 2:** Adds a faster secondary fire.
* **Level 3:** Makes secondary fire more accurate and increases the clip capacity.

### A280 (Rebel Elite Trooper only)

* **Level 1:** A medium-powered high-velocity rifle.
* **Level 2:** Adds a rapid-fire mode (Toggle with the Weapon Mode key.).
* **Level 3:** Adds a scope on the alt-button.

### Sonic Grenades (Rebel Elite Trooper only)

* **Level 1:** gives you one Sonic Grenade
* **Level 2:** you get two Sonic Grenades

## Class Specials

### Special 1 - Dodge (Rebel Elite Trooper only)

Allows the elite to dodge incoming shots from a certain range and while facing them.

* **Level 1:** The elite is able to dodge shots while standing still.
* **Level 2:** The elite is able to dodge shots while standing still, crouching or walking.

## Gameplay Tips

* Use burst of A280 at close range, keep in mind it's consuming more ammo compared to primary fire.
* The enemy will push the grenade straight back at you if you throw it directly at him so use walls and ceiling in your strategy.
* Watch your fire - try not to hurt your teammates!
Build 16.2

*Changes between B16 and B16.2*

* Fixes an issue with deflections on linux servers
* Fixes an issue regarding saber v saber defense
* Fixes an issue regarding an inability to disarm other duelers using "M-blocks"
* Fixes an issue regarding ARC pistol damage
* Slight reduction on the damage caused by the disruptor alternate fire
Comm. Tower

## Descriptions

### New Republic

An Imperial Remnant fleet has been amassing in the orbit of this planet, and the New Republic is taking actions.

To ensure their fleet can't call for backup when we attack we need you to knock out the communications dish planet side.

We're counting on you, wraiths.

### Imperial Remnant

We have detected an alarm on the edge of the base. It's probably just birds again but we have to make sure.

We're sending a squad out to investigate. Everyone else stay here and protect the Communications Tower.

## Update Log

Version 1.2.2

* Full Authentic
	+ Dual pistol 3s are no longer overpowered on Communication Tower, Smuggler, and Battle on Theed.

Version 1.1

* Reduced damage of crushing elevators to 3.
* Reduced tower elevator deactivation cooldown from 6 seconds to 4.5 seconds

Version 1.0.1

* Added rebel win if the bomb is active when time runs out.
* Disabled pipe entities after animation complete to prevent multiple uses.
* Fixed forcefield staying on for the entire round.
* Fixed elevators in tower being able to be toggled while in motion.
* Fixed a few elevators not having damage while blocked.
* Increased bomb hack time by 1 second to match diffuse, both are now 6 seconds.

Version 1.0

* Added mb2\_commtower\_classic
* Added additional detail to the tower in side route.
* Added barriers to the bridge in main.
* Added end screen cameras.
* Added forcefield towards comm tower vent area that deactivates when security is disabled so that players don't have to walk all the way there to figure out that it is disabled.
* Added full 32 spawns to Rebels.
* Added height to two upper vents.
* Added thickness to vent exits to make it harder to pierce through with sabers.
* Adjusted Rebel and Imperial spawns slightly.
* Changed forcefield timer to 1.5 minute delay with countdown clock instead of being based off of rebels positioning.
* FA: Slightly improved FA class descriptions.
* Fixed defusing the bomb not ending the round.
* Fixed many surfaces where textures were not correctly aligned.
* Fixed the tree lighting in reb spawn.
* FPS improvements.
* Improved & added clipping throughout the map.
* Increased door size into objective area
* Increased length of side route with a new area, flipping the hall towards main.
* Major brushwork and asset optimizations.
* Replaced elevators with hallways and relocated the tower.
* Updated minimap and objective icons.
* Visual improvements & bugfixes.

Version 0.1.7

* Fixed some minor FA issues.
* Fixed an issue that could let players survive the final explosion at the tower.

Version 0.1.6

* Updated FA.

Version 0

* Added UI Timer to the bomb.
* Increased Dish impact damage from 10 to 25.
* Fixed Misc Texture missalignes, particularly in the Objective area.
* Removed unseen surfaces.

Release Candidate 2

* Added additional vent routes into the objective area.
* Added a delay to elevator activation

Release Candidate 1

* Tweaked CommTower FA's Dia Passik and Elite Stormtrooper.

Build 19

* Initial Release
Release Candidate 3 Patch 3

**Changelog**

* Clones and arcs can now sprint with their rifles (stamina 2 will drain double points, stamina 3 will drain the normal points).
* Saberists no longer have damage reduction vs rockets (direct hit). Splash damage has a lesser damage reduction.
* Saberists general damage reduction has been lowered.
* Cortosis takes less battery now (both levels) and Cortosis 2 shuts down the saber for a bit more time.
* Higher FP drains for SBD and Droideka.
* Higher FP drains for Q3 users while attacking.
* Lowered blue stance damage for saberists with attack < 3.
* Dodging while on scope now takes double dodge points.
* Close Combat 2 now gives you Commander speed while in melee.
* Assemble has the respawn bubble (cancels if you fire your weapon).
* Small damage reduction for Wookiee head and chest.
* Projectile rifle ammo capacity is now 8-16-25.
* Deflect has been nerfed.
* Campaign feature. Details here.
* Deka discharge also repels nades now.
* Changed ee3 damage from 30 to 28.
Ammo Blaster

**DESCRIPTION**

Ammo for the Bryar and Blaster pistols.

**SPAWNFLAGS**

SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.

**KEYS&VALUES**

wait - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).

random - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).

count - Sets the amount of ammo given to the player when weapon is picked up (default 20).

team - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).

target - Picking up the item will trigger the entity this points to.

targetname - A target\_give entity can point to this for respawn freebies.

notfree - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.

notteam - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.

notsingle - When set to 1, entity will not spawn in Single Player mode (bot play mode).

notbot - Used to make an item invisible for bot attraction.

**NOTES**

The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
Version 1.4.1

Version 1.4 (May 7th, 2016) | Version 1.4.1 (June 19th, 2016)

## **CHANGELOG**

### Gameplay

* Fix: Possibly resolved crosshair camera sway issue that affected certain players.
* Fix: Mitigated glitch that allowed Wookiees to use fury with bowcaster.

### Effects

* Fix: Pulse rocket explosions are visible again.

### Sound

* Fix: Custom saberOn and saberOff sounds now work in Open via "reload" button (Dooku, Kylo Ren).

### Official Maps

* mb2\_lunarbase
	+ Fix: Main route alternate console hack to open lower hangar door has been restored.
	+ Fix: Dark Trooper's weapon FX.

### Unofficial Maps

Some FA maintenance fixes for things that were broken during the model cleanup.

* matrix\_bbrawl
	+ Fix: Can join as Smith again.
* shogun
	+ Fix: Shogun NPC invisibility.
* mb2\_cmp\_snowfacility
	+ Fix: Hazard trooper model path.
* um\_prisonraidv4
	+ Fix: Hazard trooper model path.
* um\_sailbarge
	+ Fix: Blaster prisoner model path.

### Servers

* Fix: RCON can now mute SMOD admins.
* Change: Restricted name changes while muted.
* Fix: Console print text upon using RCON mute.
* Fix: Added console print upon using RCON SetTK.
* Fix: Prevented g\_autoteambalance lock icon from appearing in FA / Duel modes.
* Fix: Added crash fix that was accidentally not included in 1.4.
* Fix: Shuffle sometimes crashing servers with high population.
* Fix: Addressed issue with banning certain long IPs.
Force Grip

**"What a piece of junk!"**

This page is incomplete. Please add anything relevant that you can. Keep an eye out for comments while editing, because they might note what needs to be done.

Force Grip is a powerful force power used by Sith and other Dark beings. A favourite power of Darth Vader. Grip is used to choke enemies. At higher levels it can be used to lift enemies from the ground and move them around at your will.

In order to use grip, you must target an enemy and hold the grip button for a certain period of time. During this time a small red 'gripping' hand will appear on your target.

If you are gripped as a saberist, your lightsaber will be shut off, leading to an easy kill. Grip can be countered with Force Push, Force Pull, or Force Mind Trick.

## Levels & Effects

Level 1
Cost: 6
Enemies start to choke after a while, they can still run around, and shoot while not choking.
Level 2
Cost: 8
Enemies will start to choke after a few seconds, where they cannot move or shoot.
Level 3
Cost: 13
Lifts enemies from the ground instantly and allows you to move them around freely. They cannot move themselves or shoot.
## Grip Daze

To secure a kill on an opponent with grip, the player has to grip the enemy for ~3 seconds. After that the opponent becomes dazed. Until they are dazed, letting the opponent go will allow them to instantly regain control and shoot or turn on their saber. Also, in this period saberists can use force powers to attempt to break the player's grip. The dazed opponent cannot take any offensive action for a short period after being let go, but they can move around. This allows a successful grip user to strike down saberists while they are defenceless.

## Tips

* Gripping can make gunners run, making them easy push or pull targets.
* Grip 1 is best used to scare the opponent, as it is only good at stunning opponents for easy 1v2s.
* Grip 3 can be used to throw around opponents with good camera movement, and this tactic can even be used to deal fall damage!
* Spinning around a saberist with grip 3 is a very effective tactic against pull and somewhat effective against push.
* Grip deals damage directly to HP, ignoring armor.
* Grip does no direct damage to saberists with force block active.
Version 1.8.0.2

Version 1.8.0.1 (July 5th, 2021) | Version 1.8.0.2 (July 7th, 2021)

## CHANGELOG

### UI

* Fix: Better handle cases where cg\_hudFiles is incorrectly pointing to the base HUD menu definition. A subset of players had this set in their configs, causing them to be booted to the main menu or crash when loading into a match.
* Fix: The classic HUD layout no longer newlines on every chat character.
Ammo Dispenser

The ammo dispenser is a cylindrical store of ammunition that the deployer and others can use. It can be picked back up after being thrown, and has a small radius of effect. Press `[Use]` to deploy the dispenser. Walk over it to pick it up. There is a cooldown (a white bar where Force energy usually is) to slow down deployments. Standing near the dispenser replenishes your ammo.

*See also: Health Dispenser*
Tantive IV Trouble

## Description

### Rebels

The Imperials are boarding the ship! As a last resort we need to hide the plans in an R2 unit. Get it to an escape pod before the Imperials overwhelm us!

You're our only hope.

### Imperials

This Corellian Corvette has intercepted Imperial transmissions. They may attempt to smuggle the plans off the ship. Find those transmissions quickly and destroy them.

There will be no-one to stop us this time...
Battle Over Coruscant

## Descriptions

### Galactic Republic

General Grievous managed to kidnap Chancellor Palpatine. He is being held on Grievous's Flagship, The Invisible Hand

Defend RD-D2 until he finishes hacking their system. When complete the elevators up to the observation deck where the chancellor is being held will be unlocked.

If R2 is destroyed before he can complete this task, you will have to manually unlock the elevators from the bridge. I don't need to tell you how important it is that we save the chancellor. May the Force be with you.

### Confederacy of Independent Systems

The Republic have sent their best troops to free Chancellor Palpatine. They are led by two Jedi who have landed in the main hangar bay.

Destroy their astromech droid before it can unlock the elevators to the chancellor's position, and then defend the bridge. If you manage to fail in that, get to the observation deck immediately.

We cannot afford to fail in this task.

## Update Log

Version 1.6

* Added an additional 1 second to the disabling of the elevator outer button panels when elevator is in motion.

Version 1.4.8

* Fixed several spots where you could glitch out of the map.
* Fixed some elevator door paths being incorrect when called from level 2 to level 1.
* Fixed balcony in objective area that could be used to glitch through the wall.
* Added a pit at the bottom of the elevator shaft in the event someone intentionally glitches out of the elevators.
* Minor shader optimization for Detailed Shaders option.
* Added stingers similar to Lunarbase and DOTF.

Version 1.2.2

* Full Authentic
	+ Battle Over Coruscant's clone sharpshooter can use sense again.

Version 1.1

* When R2 gets killed the timer gets hidden now.

Version 0.1.6

* Fixed a small issue on the FA.
* Increased rebel spawnpoints to prevent server crashes.