Please read at least the six small chapters marked below.


Welcome to the dark future
- The world of the year 2040
- Epilog
Joining a game
- Playing with bots
Creating a character
- The presets menu
- The equip menu
The HUD
The Syndicate and the Security Corps
Game modes
Bonus points
- Team points
Locations of action
The weapons
Cyberware
Equipment
- Multifunctional grenades
Controls and commands
- Controls
- PE specific commands for admins
  - Server settings
  - Ingame admin commands
- PE specific commands for everyone
  - Custom behaviour
  - Performance settings
  - Last resort options
Frequently asked questions (FAQ)
Credits

 



Public-Enemy - The Dark Future is a modification for the price-crowned action-game Half-Life. In this connection we - the developers - set a basic value on a dark and atmospheric game world and an interesting character development for the player. In this modification you will find two teams that play the basic role in this game and which will fight against each other in front of this futuristic scenery.
But Public-Enemy is not another Team-Deathmatch game it is much more than that. You will be a part of this world and based on the simple, but extensive character development your character will be individual and not another clone. The graphic aspects, game play features and the design offer you new and interesting possibilities to explore the world of Public-Enemy.
PE takes part in a dark future - which we know from books, cartoons, movies and games like BladeRunner, ShadowRun, Cyperpunk, Syndicate (Wars) or Deus Ex. It is not a high-technology world like Star Wars, Star Trek or other movies or series which have already colonized whole worlds; it is not a science-fiction typically. It is more a neorealistic, dark world.
Public Enemy is the first project of our team and it took about two years of development. Most team members worked apart from their normal activity as student, pupil or worker on Public Enemy. In the time of development we made many new experiences and these found their way also into the final result. We hope that you will have much fun playing Public Enemy - The Dark Future... and do not forget, Public Enemy was only the beginning.

The Public Enemy developers

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2040, it is a world that is controlled by greed, corrupt and powerful companies. The government has no control anymore over that what the companies do. This powerful companies already have their fingers in the politics of country, which means that they can establish their own security troops and laws which they can defend like they want. A lot of civil wars have done their part to destroy the world more and more and a new society has formed over time. In the big urban cities lives the social scum of the earth. Private security corps control the streets and judge over the normal citizens the way they want. The security corps are under control of the big and powerful companies. They deal with the problems of their employees.
In the world of 2040 it is possible to travel through our galaxy. Leaving our solar system is only possible with the use of unconventional ways. But you never know what unconventional ways the big companies already know.
The weapons were not developed further a lot. But the modernest weapons variants were used because of the cheap investment of their mass production. But of course there are a few weapons that use a high technology.
The most important developments were made in the gene technology (bio technology), cyber technology and the infrastructure. So it is now possible to create a human which is stronger, faster and even more intelligent. Due to the highly developed infrastructure it is now possible to use new car like vehicles, called antigravity vehicles and the limited height of the buildings is now gone, to store the still rising amount of citizens that is now above 13 billion.

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The world of Public-Enemy is a dismembered world in which the positive developments were overwhelmed in the next moment by negatives. Social highs and lows are changing so often that it is impossible to count them. It is quiet impressive that the human race could develope itself that far. A clear path doesn't exist in this world anymore. So let's see what you can do in this world - make it better - or make it worse.

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If you installed Public-Enemy correctly you should be able to select it in the Steam menu under Games / Third party games. Once you started Public-Enemy you should see a menu similar to the one of Half-Life itself. Public Enemy is a Multiplayer-Only-Game and so there's no singleplayer mode. Click on Join a game and afterwards select a server on which you want to play. Or if you want to create your own server click on Create a game

In order to play with bots you have to click on Create a game and hit ok. After the game has started you can type "addbot" in the console to add a bot. Retype "addbot" up to 31 times to fill the server with bots. You can control their behaviour and skill using various commands described here.
You can also modify the waypoints in the maps or even redo the waypointing on a specific map. More information you'll find here. If you've done a better waypointing or improved the existing one, please let us know, we'll include the new waypoint file into the next patch.

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After you select a team the presets menu will appear. In this menu you can select predefined equipment settings. If you wish to customize them you'll be able to do so in the next menu that will appear after selecting an item.


You can prevent the equipment menu to appear after the selecting a menu item different from "Custom Settings" by setting "cl_equipafterpreset" to 0.


If you wish to keep your current settings from the last game click on "Custom Settings". If you don't want the presets menu to pop up each time after a team selection set "cl_presetsmenu" to 0 .

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You can choose between 4 mainmenus: Pistols, heavy guns, equip and cyber.

To reach a submenu you have to click on the blue buttons which are under the mainmenu-buttons.

In the menu pistols you've got two submenus. There you can find normal pistols and machinepistols. For descriptions of these weapons see "The weapons".

In the menu heavy guns you've got four submenus: Submachineguns, Shotguns, Machineguns, and HeavyWeapons / Sniper Rifles. In these sections you can choose a second weapon when you want. For this you have to right-click the desired second weapon. For descriptions of these weapons see "The weapons".

In the equipment-section aren't any submenus. There you can choose for example the kevlar vest, grenades or a stimpak. For descriptions of the equipment see "The equipment".

In the cyber-section you've got two submenus where you can find the standalone-cyberware and the addons. To buy a cyber-addon the appropriate standalone-cyberware must be selected. For descriptions of the cyberware see "The Cyberware".

At the beginning of one map you've got 30 points for buying weapons, equipment and cyberware. But you can earn some extra points as described here

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After the creation of your character and clicking on the GO-Button the game will begin. In order to be fast by right, you should make yourself familiar with the HUD.

Armor and hitpoints


On the left bottom of your screen you'll see how much armor (AC) and hitpoints (HP) you still have.

Munition

On the right bottom of your screen you'll see how much munition you still have.  (clip | total )


Radar


On the left top of the screen you'll find the radar.

- Blue dots show where the terminals are
- Light blue dots show where the hackingtool or the case is.
- Yellow dots are blinking when someone is hacking a terminal or when the case is in movement
- Yellow dots which aren't blinking show when a terminal has been hacked
- Red dots show where your enemies are (only in a small range)
- Green dots show where your teammembers are
- A white cross shows the case delivery zone

Orders

Above the radar you can see your orders


Timer


On the center top you'll find the timer which shows how much time remains to reach the target.


Teammate bonus

In the top right corner you can see how many teammates are near enough to give you a defensive team bonus. For every teammate you'll receive 3.3% less damage.


Bonus equipmentpoints display



The bar on the right displays the percentage of the maximum amount of bonus equipment points you can get.


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The Syndicate

The first fraction is the Syndicate, which is controlled by several Asian companies. The Syndicate consists of Soldiers of Fortune, Assassins, Yakuza members and other very dangerous criminals. With this "Army", the Syndicate fights against the European and US companies.

The Security Corps

On the other side we have military organized and private Security Corps. They are commanded and paid by the several European and US companies. The police troops are also taking care about law and order on these continents. But they don't represent moral intensions. After all, they control the European and US continent with a iron and unscrupulous hand, they are idealizing the interests of an totalitarian police state. Unofficialy they are the death squadron of the western industrial companies. With this army they want to wipe out their opponents - the Syndicate.

Result

We've got two groups that fight against each other, the Western Companies and the Syndicate. The citizens know nothing about that what's going on in the heads of these big bosses until they were influenced in this.

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Dirty Business (db_mapname)

In the Dirty Business mode, everything is about one item, insignificant at the first view, namely a suitcase. This case contains very important documents and must not fall into enemy's hands. So the assignment for the Syndicate is to protect the case at all costs. The Security Corps has to obtain this case and bring it to a secure location. Every player can carry the case and bring it somewhere else. But unfortunately the player is not able to use a weapon or run with high speed. One other component of the case is a transmitter that shows the position of the casecarrier on everyone's radar.


Hacking (pe_mapname)


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The hacking mode deals with top secret files stored on two terminals. One of the Syndicates has a modem which he has to use to hack both terminals. Of course the other syndicates' task is to protect him during this action. If a terminal is hacked it takes 30 seconds until the files are sent. If the Security Corps are successful in uninstalling the modem within this time, the hack attack has to be started again. After a successful hack attack and download of the files, the Syndicate wins the round. But if the Security Corps are able to protect the terminals for a given time or if they wipe the syndicate out then they are victorious.

 

 

 


Public Enemy uses a special team point counting system which you should know before you play the game. The frags of each player of the appropriate team are added to this teamscore.

Dirty Business (db_mapname)

The Syndicate:
20 points for killing all enemies
or
10 points when the time is expired

The Security Corps:
20 points for stealing the case
or
10 points for killing all enemies

Hacking (pe_mapname)

The Syndicate:
20 points for hacking both terminals
or
10 points for killing all enemies

The Security Corps:
20 points for killing all enemies
or
10 points when the time is expired

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Player Equipment Points Bonus System

There are also bonus points for individual players which can be used to accquire additional equipment. You will get rewarded as follows:

Kill an enemy 0.5 equipment points
Hack a terminal 1 equipment point
Steal the case 2 equipment points
Team won the round 0.5 equipment points
Spawn on new round 0.5 equipment points
Spawn delayed/reinforced 0.25 equipment points
Die -0.5 equipment points
Die on teamchange -0.25 equipment points
If you have more than 40 points -0.5 equipment points per round
If you have more than 45 points -1 equipment point per round
Teamkill -1 equipment point

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Bladerunner - Fallen Metropolis (Hacking)



August 8th, 2043
Sector V-23, L.A., USA

Yoshimo-Enterprises hired Members of the Syndicate to sabotage the radius of mental propaganda. Those propagandadevices have been created by Cybercon to "persuade" the people that life is great in their sectors. Two terminals control those devices. To change or sabotate the propagandamode those terminals have to be hacked!

THE SYNDICATE: Try to escort the guy with the hackingtool to both terminals, so that he is able to install both hackingmodems to upload the secret files.

SECURITY CORPS: Eliminate the enemies before they are able to install hackingmodems on both terminals. Save the status quo for Cybercon!

Note: There are 6 Cameras in the map!


Cybercon - Cybercon Industries (Dirty Business)


January 28th, 2043
Sector B4, Chicago, USA

Yoshimo-Enterprises hired the Syndicate and inflitrated Cybercon-Industries. The problem is, that they put a special case in the conference room in the upper area of the building. The case includes a very dangerous EMP-Generator to sabotate the whole building! The Security-Corps only have some minutes to clear the building and to bring the case out of the area to avoid EMP-Damage from the datacore!

SECURITY CORPS: Try to fight your way through the enemy and bring the case back to your starting point. You cannot just destroy the case, because this would cause a fatal EMP-reaction!

THE SYNDICATE: Eliminate the enemies before they are able to escape with the case. You have to defend the case for a few minutes to sabotate the datacore!

Note: There are 6 Cameras in the map!



Darksun - Rising Of The Dark Sun (Hacking)



18th, 2043
Sublevel C2, Seattle, USA

Yoshimo-Enterprises hired Members of the Syndicate to steal some secret files from the main database of Cybercon-Industries. This database is in a building in the sublevels of Seattle. There are two external terminals, which are indirectly connected with this network. They have to be hacked!

THE SYNDICATE: Try to escort the guy with the hackingtool to both terminals, so that he is able to install both hackingmodems to upload the secret files.

SECURITY CORPS: Eliminate the enemies before they are able to install hackingmodems on both terminals.

Note: There are 6 Cameras in the map!


Osaka - Osaka Downtown (Dirty Business)


July 16th, 2041
Osaka, Japan

A spy of Yoshimo-Enterprises stole some secret documents about new technologies of Cybercon-Industries. He put them in a case, which stands in a dojo in the upper area of the city. Cybercon knows that it has been betrayed by the spy, so they send the Security-Corps to get this case which is defended by the Syndicate.

THE SYNDICATE: Eliminate the enemies before they are able to escape with the case. You have to defend the case for a few minutes. Stay in the area until your rescue-team arrives.

SECURITY CORPS: Try to bring the case to your starting point.

Note: There are 6 Cameras in the map!



Terrorbird - Bird of Terror (Dirty Business)



June 29th, 2042
Somewhere above New Germany.

The german Ruhrstahl AG has began with the test of their new prototype, codename "Terror-bird". The first idea of the Terrorbird was to create a mobile commandcenter, but because of financial problems this concept changed. Now it is designed for entertainment,for the "High Society". This first official version of the Terrorbird has been designed for a high Member of Yoshimo-Enterprises, which uses it for the transport of some important informations. Those informations are in a case in the center of the airship. Cybercon also wants those informations, so they send the Security-Corps to steal the case!

SECURITY CORPS: Try to steal the case before the area gets too hot! Bring it to your dropzone to escape via shuttle!

THE SYNDICATE: Eliminate the enemies before they are able to escape with the case! You have to defend the case until reinforcements arrive via helicopter.

Note: Three elevators lead into the airship!


Titanium - Titanium Nirvana (Hacking)


June 29th, 2044
Cybercon-Outpost XX-666, Alaska

Yoshimo-Enterprises hired Members of the Syndicate to steal some secret files about a new armortechnology from the database of Cybercon-Industries. The database is in an outpost of Cybercon in Alaska. This outpost is the main technological source for this new armor. There are two internal terminals, which are connected with the network. They have to be hacked!

THE SYNDICATE: Try to escort the guy with the hackingtool to both terminals, so that he is able to install both hackingmodems to upload the secret files.

SECURITY CORPS: Eliminate the enemies before they are able to install hackingmodems on both terminals.

Note: There are 6 Cameras in the map! Stairways and streets have been cleared from snow by the Cyberconpersonal!

 

 

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Beretta 92 FS

Type: Pistol
Origin: Italy
Costs: 3 points
Munition / Mag: 15
Magazines: 7
Secondary Fire: Switch to gangsta style

Strength
Speed
Accuracy
Beretta 92 FS Akimbo

Type: Pistol
Origin: Italy
Costs: 5 points
Munition / Mag: 15
Magazines: 10
Secondary Fire:  -

Strength
Speed
Accuracy

 

 

Glock 18 Semi

Type: Pistol
Origin: Austria
Costs: 4 points
Munition / Mag: 18
Magazines: 6
Secondary Fire: Burst fire

Strength
Speed
Accuracy
H&K USP 9

Type: Pistol
Origin: Germany
Costs: 5 points
Munition / Mag: 15
Magazines: 6
Secondary Fire: Switch to gangsta style

Strength
Speed
Accuracy

 

 

IMI Desert Eagle .357

Type: Pistol
Origin: Israel
Costs: 7 points
Munition / Mag: 7
Magazines: 42
Secondary Fire: -

Strength
Speed
Accuracy
Sig P225

Type: Pistol
Origin: Switzerland
Costs: 4 points
Munition / Mag: 12
Magazines: 6
Secondary Fire: Switch to gangsta style

Strength
Speed
Accuracy

 

Sig P226

Type: Pistol
Origin: Switzerland
Costs: 6 points
Munition / Mag: 9
Magazines: 6
Secondary Fire: Switch to gangsta style

Strength
Speed
Accuracy
Glock 18 Auto

Type: Machinepistol
Origin: Austria
Costs: 8 points
Munition / Mag: 32
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy

 

Glock 18 Auto Akimbo

Type: Machinepistol
Origin: Austria
Costs: 12 points
Munition / Mag: 2 x 32
Magazines: 2 x 4
Secondary Fire: Fire second Glock 18 Auto

Strength
Speed
Accuracy
H&K USP 9 MP

Type: Machinepistol
Origin: Germany
Costs: 10 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy

 

Sig P226 MP

Type: Machinepistol
Origin: Switzerland
Costs: 12 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy
H&K MP5/10

Type: Submachinegun
Origin: Germany
Costs: 14 points
Munition / Mag: 30
Magazines: 6
Secondary Fire: Zoom in

Strength
Speed
Accuracy (normal)
Accuracy (zoomed)

 

H&K MP5 SD6

Type: Submachinegun
Origin: Germany
Costs: 13 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: Zoom in

Strength
Speed
Accuracy (normal)
Accuracy (zoomed)
IMI Microuzi

Type: Submachinegun
Origin: Israel
Costs: 9 points
Munition / Mag: 32
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy

 

IMI Microuzi Akimbo

Type: Submachinegun
Origin: Israel
Costs: 13 points
Munition / Mag: 2 x 32
Magazines: 2 x 4
Secondary Fire: Fire second IMI Microuzi

Strength
Speed
Accuracy
Seburo CX

Type: Submachinegun
Origin: Japan
Costs: 13 points
Munition / Mag: 32
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy

 

AK-47

Type: Machinegun
Origin: Russia
Costs: 15 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy
Colt M16a1

Type: Machinegun
Origin: U.S.A.
Costs: 15 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: Burst fire

Strength
Speed
Accuracy

 

IMI Tavor

Type: Machinegun
Origin: Israel
Costs: 16 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: Burst fire

Strength
Speed
Accuracy
Sig 551

Type: Machinegun
Origin: Switzerland
Costs: 18 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: -

Strength
Speed
Accuracy

 

Steyr Aug

Type: Machinegun
Origin: Austria
Costs: 17 points
Munition / Mag: 30
Magazines: 5
Secondary Fire: Zoom in

Strength
Speed
Accuracy (normal)
Accuracy (zoomed)
GE M134 Vulcan Minigun

Type: Heavy Machinegun
Origin: U.S.A.
Costs: 25 points
Munition / Mag: 300
Magazines: 1
Secondary Fire: -

Strength
Speed
Accuracy

 

Benelli M3

Type: Shotgun
Origin: Italy
Costs: 15 points
Munition / Mag: 7
Magazines: 6
Secondary Fire: -

Strength
Speed
Accuracy
No indication possible
Franchi Spas-12

Type: Shotgun
Origin: Italy
Costs: 17 points
Munition / Mag: 7
Magazines: 6
Secondary Fire: -

Strength
Speed
Accuracy
No Indication possible

 

Stoner SR-25

Type: Sniper Rifle
Origin: U.S.A.
Costs: 18 points
Munition / Mag: 10
Magazines: 5
Secondary Fire: Zoom in

Strength
Speed
Accuracy

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Flammenwerfer S

Type: Flamethrower
Origin: Germany
Costs: 20 points
Munition / Mag: 2 Liters
Magazines: 1
Secondary Fire: -

The "Flammenwerfer S" is a special weapon as it has a short range and does few damage to a single enemy. However, if you shoot at a group of enemys the damage will increase dramatically. Each burning enemy does damage to himself as well as to all the other enemys in a  short range around him. Thus if you shoot at a large group you will do a very high amount of damage and if you shoot at a single enemy it'll take some time to kill him.

 
Short info

In favor of the weapon balance some weapons may have unrealistic weapon values (strength, speed, accuracy).

  


Techtree

Stand Alone Addon
 Cybertorso

 Cyberheart
 Cyberbomb

 Cyberarms

 Fastjack

 Cyberlegs

 Achilles' Heel

 Cyberhead

 Sentinel
 Orbitaldevice

 NanoCyberport

 Nano Factory
 Enhanced Skin


Note: All the information listed below concerning CyberWare you'll also find ingame by clicking with the right mouse button on a CyberWare item.

 


Meaning of symbols

Increases Accuracy
Increases ammunition
Increases armor factor
Increases (given) damage
Decreases (taken) damage
Increases hitpoints
Increases jumpheigth and/or throwing range
Increases speed (hacking, running etc.)

Cybertorso

Costs: 10 points
Needs: -


+ 35 Armor Factor
+ 30% ammunition
+ 5% speed
+ 10 % faster reload
+ 30 HP
- 50% taken knife damage
Cyberheart

Costs: 6 points
Needs: Cybertorso


+ 20 Hitpoints
+ 1 Hitpoint every 1.5 seconds

Cyberbomb

Costs: 4 points
Needs: Cybertorso


Explodes on the players death and damages enemys in a medium range.
Warning: Can explode too soon in some special cases.
Cyberarms

Costs: 6 points
Needs: -


+ 25 Armor Factor
+ 42% accuracy
+ 200% knife damage
+ 20% ammunition
+ 50% faster reload

Fastjack

Costs: 4 points
Needs: Cyberarms


+ 50% hacking speed
+ 75% knife damage
+ Increased grenade throwing range
Cyberlegs

Costs: 6 points
Needs: -


+ 25 armor factor
+ 25% speed
+ 50% jumpheight
- 60% fall damage
- 80% punch on hit

Achilles' Heel

Costs: 3 points
Needs: Cyberlegs


Increases player movement speed after activation for a total of 10 seconds. Can be interrupted and reactivated.
Cyberhead

Costs: 8 points
Needs: -


+ 15 armor factor
+ 33% accuracy
- 25% head damage
+ 10 HP

Sentinel

Costs: 2 points
Needs: Cyberhead


+ Nightvision
+ Increased radar range
+ Targeting (see "cl_targets" cvar desc.)

 

Orbital device

Costs: 8 points
Needs: Cyberhead


Shoots a high energetic beam on the selected ground target. Useable once per round.

NanoCyberport

Costs: 3 points
Needs: -


+ 20 HP
+ interface for nano technology
- Experimental technology

 

Nano Factory

Costs: 5 points
Needs: NanoCyberport


+ 2 bullets every second
+ 5 armor repaired on a random part every 1.5 seconds
- 10% speed
- 20 HP

Enhanced Skin

Costs: 4 points
Needs:
NanoCyberport


- 33% explosion damage taken
+ invisible to radar
+ 25% translucency
- 20% speed
- 15% ammo
- 10% accuracy
 

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Equipment
Costs
Description

Nightvision
2 points
You can see in better in the darkness; Activation normally with the N-key.
Kevlarvest
6 points
You receive +50 armor factor at the torso
Extremity protection
3 points
You receive +25 armor factor at arms and legs
Helmet
4 points
You reveive +25 armor factor on the head
Stimpak/Medikit
5 points
You receive +35 hitpoints
Multifunctional grenades
4 points
You receive two multifunctional grenades

The Multifunctional grenades have five different explosion modes. You can cycle between these modes by clicking the right mouse button while having the grenade as the active weapon.
You can extend the throwing range by pressing and holding down the attack key a bit before releasing it.
Exlopsion on touch
The grenade will explode as soon as it touches anther player or the map. The damage of this mode is about 65% of the maximum grenade damage.
1 sec explosion delay
The grenade will explode 1 second after you throw it. (The time you take to "charge" the throwing range isn't counted). The damage of this mode is about 85% of the maximum grenade damage.
2 sec explosion delay
Same as above with 2 seconds explosion delas.
3 sec explosion delay
Same as above with 3 seconds explosion delas.
Sticky
The grenade sticks the first thing  or person it hits. It can also stick on players which won't a good chance to survive anymore. After the grenade has sticked to something it waits for 5 seconds until the activation. Once the grenade is activated it will explode as soon as a player gets close than 2 meters (which means that if the grenade sticks on a player it will explode immediately after this 5 seconds) or at latest 30 seconds after it stuck on the object. The damage of this mode is 100% of the maximal grenade damage.

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Controls

See the Steam Options / Keyboard menu for a detailed list.

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PE specific commands for admins
Server settings
sv_gameplay x Controls the global weapon damage and movement speed. There are three possible values: action, normal and realistic where action sets the damage to the one of previous PE versions and speed to a higher value, normal is a midway (the damage is higher than previous PE versions and speed a bit lower) and realistic means a fast death and slower movement.
Default: normal
sv_autoteambalance Enables/disables automatic team balance. Default: 1
sv_mapvote Switches mapchange voting on/off. Default: 1
sv_varvote Switches variable voting on/off. Variable voting is limited to the variables listed in voteable_vars.txt Default: 1
sv_restartround x Restarts the round in x seconds and resets all stats.
sv_damageinfo Shows a summary of given/taken damage after the player's death. Default: 1
sv_respawn Enable reinforcement (automatic respawn). Default: 1
sv_respawncycleattacker x If sv_respawn is 1: respawn dead players of the attacking team every x seconds. Default: 25
sv_respawncycledefender x If sv_respawn is 1: respawn dead players of the defending every x seconds. Default: 35
sv_roundtimelimit Sets the duration of one round in seconds. Default: 240
sv_rounddelay Sets the delay between round end and new round start in seconds. Default: 5
mp_teamspectator If enabled, players can only spectate their own team. Default: 0
mp_friendlyfire Sets the friendlyfire flag. We recomend disalbing it. Default: 0
mp_teamscorelimit x Changes the map as soon as one team has reached a score of x. 0 disalbes this limit. Default: 0
mp_fraglimit x Changes the map as soon as one pleayer has reached x kills. 0 disalbes this limit. Default: 0
mp_timelimit x Changes the map after x minutes. 0 disalbes this limit. Default: 0
Ingame admin commands
plkill x Kills the player number x (use "userlist" to get the x)
setsec x Change the team of player x to SecurityCorps
setind x Change the team of player x to Syndicate
peversion Shows the version of pe running on the server
addbot Adds a bot to the current game. More information here.

voteable_vars.txt
Defines which server variables can be voted to change by the players, using the "votevar" command (if "sv_varvote" is enabled). Default entries:
sv_autoteambalance
sv_cheats
sv_damageinfo
sv_gameplay
sv_gravity
sv_restartround
mp_fraglimit
mp_friendlyfire
mp_scorelimit
mp_timelimit

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PE specific commands for everyone
say timeleft Shows the time remaining on the current map
say nextmap Shows the next map in cycle
votemap mapname Starts a vote for the map mapname
userlist Shows a list of players currently on the server
playernumber: Name <authid>
votevar varname varvalue Starts a vote to set the value of the variable varname to varvalue. Example: "votevar sv_gravity 200"
addbot Adds a bot to the current game. More information here.
Custom behaviour
cl_targets x Defines which targets should be shown while having the Sentinel implanted. Valid values for x: noenemy, nofriend, noobject. You can combine these values. If cl_targets is empty everything is shown. Default: empty.
cl_showintro Shows the intro of PE before each new map. Default: 1
cl_playmusic Switches the Soundtrack of PE on/off. Default :1
cl_musicvolume Adjusts the volume of the background music. Default: 0.25
cl_talkmusicvolume Sets the music volume while someone uses Voice communication. Default: 0.1
cl_presetsmenu Controls wheter to show the presets menu or not. Default: 1
cl_equipafterpresets Controls if the equipment menu is shown after chosing a preset option different from "Custom Settings". Default: 1
Performance settings
cl_glow (OpenGL only) A value of 0 deactivates the glow effect, 1 enables it and any other value above 1 increases its quality. Default: 2
cl_fog Switches the fog on/off. Default: 1
cl_weather Switches weathereffects on/off. Default: 1
cl_weatherdetail Defines the detail of the weather effects [0-1]. Default: 0.5
r_detailtextures (OpenGL only) Shows detailed world textures. Default: 1
cl_detailsprites (OpenGL only) Shows detailed sprites for the flamethrower flame and the blood. Default: 1
Last resort options (all default 1)
cl_partsys Enables the PE particle effects.
cl_helpsys Enables the PE help system.
cl_fadesys Enables the PE fader system. Will affect many of the HUD elements.
cl_eqsysload Enables equipment settings loading.
cl_eqsyssave Enables equipment settings saving.

You can find the last six commands (cl_commandname) also in the mainmenu of Public-Enemy under Options / Multiplayer / Advanced...

To see the whole list of commands for Half-Life, click here (needs an internet connection)

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Q: How can I get rid of the annoying help popups/preset menu/intro?

A: You'll find these preferences under Options / Multiplayer / Advanced... Or in the Custom behaviour section of this manual.

Q: Public-Enemy runs very slow on my machine, what can I do?

A: Set cl_glow to 0 or another small number. You can do this through Options / Multiplayer / Advanced or in the console. Additional options can be found in the Performance Settings section of this manual.

Q: Some effects don't work (glow/detailtextures/particle systems) or look bad, what can I do?

Use OpenGL as your graphics driver Options / Video. Direct3D is not fully supported.

Q: Public-Enemy crashes all the time, what can I do?

A: Try setting the variables in the Last resort options section to 0. You have to find out for yourself which one solves your problem as it may be a system dependant problem.

Q: Where do I change the music volume/effect preferences?

A: You'll find these preferences under Options / Multiplayer / Advanced...

Q: The weapons don't do enough/too much damage, and/or the movement is too fast/slow, how can I change that?

A: As described in the Commands & Controls / Server settings you can use the sv_gameplay variable in order to change the gameplay between "action", "normal" and "realistic". Ask your server admin to change the values or enable variable voting if you don't play on your own server.

Q: How are the r_speeds?

A: We asked valve about increasing the r_speeds, because the limit of 500 for general areas is really old. We increased the limit for common areas to 850. (950 would be also ok, but want to make PE also playable for older computers) Most r_speeds are between 450 and 780, sometimes they´re higher, but nothing fatal.

Q: Would you include some of my maps/modelreplaces etc if they´re good?

A: We´ll release semi-official map/modelreplace-packs with the best works created by the community.  Those packs will be available at our downloadsection. If we find tha something is particularly good or fits the PE gameplay perfectly then we'll include it in future patchs (with the permission of the author of course).

Q: I´m a good mapper/modeller/coder etc. May I join your team?

A: Yes, please send us some information about you and your previous work. We won't be developing PE anymore but you are welcome to help on our new project. You'll find more information in our forums.

Q: Which graphis preferences are recommend for Public Enemy

A: OpenGL with a resolution of 640x480 pixels or more

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Team leaders

Lord Scottish
Lead 3D/2D/Artist, concept, webdesigner, animations, GFX
MadMax_FMM
Lead Mapper, concept & file, textures, mapobjects, all maps
Spin
Lead Coder, concept, most technical stuff, betatest-organisation, manual update 

Team members

Ed Hargrave
PublicEnemy-Soundtrack
Shib
PR-Sector, manual
Recoilmaster
PR-Sector
Svugg
2D-Artist

Additional credits 
Cryss
Misc.Support, team selection menu
Dennis Grell

 

db_cottage background music
Hummer
Page translation
the][enemy
 
PR-Sector
Timbov

 

Speaker
Thanks to...

Stinger, Ste0, Phanan, GIJoe, The Carnage, BlacKnight, VivaXXL, botman, Relic25, Evil Lair, The Mighty Pete, Chris"SHoD"Farcy, DeathWish, Kevin Hill Rorshach, Schwenz, Spooger, Than, Sean Johnson, Senn, Whiteblaizer, mgmhardcore, SirZoon, All BetaTesters



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