Ricochet
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Ricochet - Master's Guide
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A comprehensive guide for the Half-Life mod, Ricochet, including easy to read descriptions, detailed diagrams, and tips for all skill levels. [GRAPHIC HEAVY]
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Guide Introduction
Game Overview
Ricochet, developed by the Valve Corporation (formally known as Valve) is an official, multiplayer, death match-styled, first-person shooter Half-Life mod. The game was originally released on November 1, 2000 and underwent its last official patch (1.1.1.0), on June 12, 2002. The game is now available for purchase through Steam, however, it remains available for free of charge to those who purchased a retail copy of Half-Life prior to Steam’s launch date on September 12, 2003.

Ricochet is most notable for its apparent simplicity, arcade-style graphics, and overall lack of popularity in the gaming community (see: Critical Reception). The concept and design of the game suggests older arcade games and movies as sources of inspiration, specifically the 1982 arcade game, Discs of Tron, based on the Jai alai sequence in the original 1982 Disney hit film, Tron.


System Requirements
Minimum
]Recommended
500 Mhz Processor
800 Mhz+ Processor
96 MB RAM
128 MB+ RAM
16 MB Video Card
32 MB+ Video Card
Windows XP
Windows XP+
Mouse & Keyboard
Mouse & Keyboard
Internet Connection
Internet Connection
476 MB HDD
476 MB HDD
(Source: 1)
Critical Reception
Since its 2000 release, Ricochet has received negative reviews from nearly all FPS players and critics and is widely recognized as one of, if not, the biggest gaming failures ever been produced by an all-star software company. To add to this, Valve’s own co-founder and managing director, Gabe Newell, has been known to use the Ricochet title sarcastically when discussing the company’s other arguably good games, specifically in case of the ongoing development of the company’s most anticipated game to date, Half-Life 3.
(Source: 1, 2)

Furthermore, as a tribute to the games that have been unofficially retired by the company, Valve dedicated a section of their website to the “Valve Software Back Catalog”, a collection of the “games [Valve is] most proud of.” Titles included in the catalog are Counter-Strike, Day of Defeat, Half-Life, Death match Classic, Team Fortress Classic, and Counter-Strike: Source. Ricochet, which had been released as an official Half-Life mod with the copies of Counter-Strike, Day of Defeat, Half-Life, Death match Classic, and Team Fortress Classic, was not only omitted from the company’s official Back Catalog list, it was omitted from every published game list and community group linked to Valve, despite it being the only Half-Life mod actually provided in-house at Valve at the time of release.


(Source: 1, 2)

UPDATE
Valve has FINALLY claimed Ricochet as their own.....biggest failure:
Game Objective & Scoring
In traditional death match fashion, players will want to earn as many points (frags) as possible before certain game conditions are met. To earn points, player will shoot projectiles (discs) into other players in an effort to either push the player off floating platforms of the map (Push shots) or to decapitate the player with a disc (Decapitate shots). Doing so will result in a frag and will increase the total number of points a player has.

Points for Push shots are awarded based on the number of times the disc had ricocheted off of special beams before fragging another player. Decapitate shots, on the other hand, are always awarded 1 point per resulting frag, even if the shot had ricocheted off of multiple beams.

Additionally, on certain maps, specifically rc_arena, a special teleportal beam allows discs to instantly travel across large expanses of the map. In the case that a disc is teleported and, as a result, frags another player, an additional point will be awarded for both Push and Decapitate shots.

The following chart details the point distribution system for each shot scenario in the game:

Shot Type
Number of Ricochets
Console Log Event
Did it teleport?
Points Awarded
Push
0
0bounce
No
1
Push
0
0bounce
Yes
1
Push
1
1bounce
No
2
Push
1
1bounce
Yes
2
Push
2
2bounce
No
3
Push
2
2bounce
Yes
3
Push
3
3bounce
No
4
Push
3
3bounce
Yes
5
Decapitate
(Any)
decapitate
No
1
Decapitate
(Any)
decapitate
Yes
2

Game hosts are able to change a game's settings at the time of setup, therefore changing the game’s conditions for winning. The following chart shows the default game settings available in the game, their associated variables, and their intended conditions for winning.

Game Setting
Variable
Conditions for Winning
Frag Limit
Number of points (frags)
Be the first player to earn the assigned point (frag) limit
Time Limit
Time elapsed (in minutes)
Earn the most points throughout the duration of assigned time limit

Once a player reaches the frag limit or the game has reached its max time limit, the server will change to the next map in the cycle and a new game will begin.*

*Note" Since a game’s settings may only be changed at the time when game is first created, the next map in the cycle will have identical game settings, therefore, it will require the same conditions for winning. If a server hosts wishes to change the conditions for winning after completing one map, they must first disconnect that game, create a new game with the intended settings, and then resume play in the new game.
Characters
Like most death match-styled shooters, the main character seen in Ricochet will be the individual avatar of the player. The default avatar for all Ricochet players is an unnamed, white male sporting a blonde, military haircut and colored jumpsuit with jetpack device. Player models reflect a space-themed design, similar to that of the disc battle suits seen in the Disney movie, Tron, however, are quite simple and static and do not utilize any special effects.



Although modified character models, including a female and an-all black model, exists in mod communities, default character models will be the same except for the unique color of the avatar’s suit and matching-colored light seen trailing behind the player’s discs.

The color scheme of the avatar’s jump suit and disc light-trail will depend on when the player had joined that specific game. The following chart details the first 10 players to join a game and their avatar’s resulting color scheme. Note that avatar colors will remain the same for each player throughout map changes and only reset when a player disconnects and reconnects to that game.

Basic Controls
Due to Ricochet's foundation in the Half-Life Engine, the game excels in having extremely responsive control and movement speeds and is comparable to other Half-Life mods. Modern day First-Person Shooter (FPS) players will easily be able to pick up the controls as they follow the same W-A-S-D + Mouse control scheme.

The following diagrams are the default keys for movement and control in Ricochet. Note that keys 1-0 are not used in Ricochet as there are only 2 shot types and only 1 "gun" (all of which are controlled with the standard mouse buttons).

User Interface (UI)
Ricochet takes the simplicity of fast-paced action shooters to the next level by having only two main sources of information available: the reticle and the disc markers.



The reticle, or crosshair, in Ricochet is a small, separated orange cross located in the center of the player’s screen and is used to assist the player in aiming his or her discs. Ricochet’s reticle is identical to the various reticles seen in Half-Life and its associated mods. At this time, there are no official ways of changing or customizing the reticle, including the change of size or color of the reticle.

The disc markers are located at the bottom of the player’s screen in the shape of three discs. These discs act as an ammunition gauge for the player and will change colors and descriptions based on the Power-Ups a player collects (see: Power-Ups). Once a disc has been fired, it will appear grayed-out until it is ricocheted back to the player or, if the disc is fired into the boundaries of the map, the disc is replenished on its own.

Players do not have access to manipulate the speed at which a disc is replenished other than changing the distance the disc travels by firing longer or shorter shots.

Also, as with other FPSs, Ricochet indicates the variety of player deaths in different ways depending on the type of shot a player was fragged by (if any) and the number of bounces (ricochets) the disc took before fragging. These indicators appear in the upper right-hand corner of the screen and appear as follows:

Icon
Event
Number of Ricochets
Console Log Event
Frag Bonus
Ricochet Bonus
Total Points Awarded
Push Shot Frag
0
0bounce
1
0
1
Push Shot Frag
1
1bounce
1
1
2
Push Shot Frag
2
2bounce
1
2
3
Push Shot Frag
3
3bounce
1
3
4
Decapitate Shot Frag
(Any)
decapitate
1
0
1
Suicide
N/A
falling
N/A
N/A
0
Console Variables (CVars)
Since Ricochet is an official Half-Life mod and was built on the Half-Life Engine, also known as “GoldSrc”, most console variables (CVars) found in other Valve titles will also work in Ricochet. Nearly all modifiable console variables available in Ricochet can be accessed using the console menu using the grave accent (~) key by default; however, some options and customization features may be changed directly by clicking the “Options” menu from the starting screen in the game.



Recommended CVars
On the first startup of Ricochet, all server and client-side variables and key bindings will be set to their default values. Although the game is still playable using these default values, it is highly recommended that certain client-side variables be changed to improve overall performance and game play. The following chart lists those recommended options/commands and their functions in the Half-Life Engine.

Console Variable
Default Value
Recommended Value
Function
name
Player
(Your Name)
Player’s name in game (Ricochet does not use your global Steam profile like other Valve titles)
fps_max
72
101
Frames per second (fps) limit
rate
20000
100000 (after July 31, 2013 update)
Rate of data sent to and from a client in byes per second
cl_cmdrate
30
105
The maximum of command packets a player will send to the server per second
cl_updaterate
20
101
The number of updates per second a player is requesting from the server
ex_interp
0.1
0 (will become 0.009)
Rate at which your game interpolates packets of data sent from the server

Source: 1[www.subtafuge.com], http://steamcommunity.com/sharedfiles/filedetails/?id=126383209
Alternatively, you may download an already-set up configuration file (including the recommended command changes) here:


Download[dl.dropboxusercontent.com]

Config Installation Instructions
Exit Ricochet, download the configuration file (config.cfg) above, then use the file to overwrite it with the one currently located in your default Ricochet directory:
...\Steam\SteamApps\common\Half-Life\ricochet
Standard Maps
The following maps are the official map releases included and created by Valve and are the most popular and most played maps for the majority of Ricochet's public servers.

rc_arena

  • Game Mode: 1 vs. 1 arena; best of 3 rounds wins
  • Map Description: The smallest of the officially-released maps consisting of only 8 platforms, 16 ricochet beams, 1 Power-Up area, and 4 teleportal beams. This map is unique to the game in that it is the only officially-released map consisting of the arena game mode and teleportal beams.

rc_deathmatch

  • Game Mode: 1 vs. X deathmatch
  • Map Description: The most played map of the officially-released maps consisting of 9 platforms separated into 2 tiers, 8 ricochet beams, and 1 Power-Up area. This map is unique for the ability to "S-jump" from the lower tier of platforms to the higher tier.

rc_deathmatch2

  • Game Mode: 1 vs. X deathmatch
  • Map Description: The largest map of the officially-released maps consisting of only 16 platforms separated into 3 tiers, 10 ricochet beams, and 2 Power-Up areas. This map is unique in that it has the longest and fastest platform to platform jumps in the game.
Custom Maps
Like other Half-Life mods, map creators have produced custom-made maps for Ricochet using Valve's Hammer Editor. Although these maps do not come with the standard files of Ricochet and the majority are extremely unpopular with many players, game hosts may include these and other Half-Life-based maps in their game's map rotation with very little effort.

Players may view and download over 40 custom Ricochet maps at VadaVaka.com's Ricochet Maps section here[www.vadavaka.com] here[s000.tinyupload.com]

WARNING
Since nearly all of the custom maps made for Ricochet do not contain the small yet extremely important nuances for the game's movement and play style, it is highly recommended to NOT have these maps in a game's rotation/map cycle. Additionally, some of the custom maps do not respect the game's intended conditions for winning and are considered broken and unplayable. Public servers may risk losing potential players, especially veteran players, by having these custom maps installed and used in their game's map cycle.

Exceptions
With the help of All-Platform Gaming (APG) and some consultation from me, map creator Emnu has produced rc_hourglass, an rc_deathmatch-inspired, competitive Ricochet map. Players and server hosts may download the map here[ricochet.gamebanana.com].
Power-Ups Overview
Ricochet’s fast-paced game play allows for players to quickly overpower their opponents through the use of Power-Ups. Like traditional FPS/death match upgrades, Ricochet’s Power-Ups consist of different collectibles that change the properties of the player’s discs. The Power-Ups available to all players are the Triple Shot, the Fast Shot, the Freeze Shot, and the Power Shot.

Triple Shot
Fast Shot
Freeze Shot
Power Shot

Power-Up Statistics
Power-Up
Push Shots
Decapitate Shots
Number of Discs
Disc Speed
Discs will Ricochet
Triple Shot
3
3
3
x 1.0
Yes
Fast Shot
9
1
1
x 1.25
No*
Freeze Shot
3
3
1
x 1.0
Yes
Power Shot
3
3
1
x 1.0
Yes
*See: Fast Shot Combinations

When a player collects more than one Power-Up, the resulting discs will behave based on the combination of the Power-Up's effect(s). The order in which the Power-Ups are collected do not affect the resulting disc properties of the combination.

The following sections detail each Power-Up, its unique marker in the game, the properties it has on a player’s discs, an overall difficulty and effectiveness rating, and the properties of the Power-Up when combined with another Power-Up.
Triple Shot


Description
The Triple Shot upgrades the default Push and Decapitate discs into 3-Push or 3-Decapitate discs. The center disc aligns with the player’s reticle and two other discs begin fanning away from the center at an initial 10 ° and -10 ° angle. The following diagram illustrates a top-down view of the projectile properties when using the Triple Shot Power-Up.



Uses
The Triple Shot is highly valued as it easy to predict travel paths for and can compensate for a player’s lack of precision (aim), especially in close-range encounters. Beginners tend to use the Triple Shot in close proximity to their opponents, typically while both are standing on same-tier platforms. Veteran players, however, tend to use the Triple Shot for long range, mid-air encounters or when either they or their opponent are quickly moving platform to platform throughout the map.

Ricochet Properties
All Triple Shot discs have the ability to ricochet off of ricochet beams and angled jump pads. Restrictions to ricocheted discs only apply when the Triple Shot is combined with the Fast Shot in which case, all but the center disc have the ability to ricochet off of ricochet beams and angled jump pads.

Difficulty Rating


Efficiency Rating


Projectile Speed
x 1.0 (Default)

Triple Shot Combinations
Power-Ups
Shot Properties
Ricochet Properties
3 discs moving 25% faster than normal
2 outer discs will ricochet; center disc will not ricochet
3 discs with freezing/homing capabilities
All 3 discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs)
All 3 discs will ricochet
3 discs moving at 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all with freezing/homing capabilities
All 3 discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
Fast Shot


Description
The Fast Shot upgrades the default Push discs into 9 machine gun-like Push discs, however, only upgrades the Decapitate discs into 1 quickened Decapitate disc. Each disc will fire in the direction of the reticle at the time of firing, therefore, each disc may be aimed and shot individually. The following diagram illustrates a top-down view of the projectile properties when using the Fast Shot Power-Up.



Uses
The Fast Shot is extremely useful under certain circumstances, specifically when players want their discs to travel long distances of the map or when previous shots have missed their targets. Beginners tend to use the Fast Shot as a stream of quick Push shots, moving the discs across a small area against one or two other stationary players across long distances in the map. Veteran players are also likely to use the Fast Shot in this manor, especially in fast-paced, mid-air encounters; however, seasoned players are more likely to sacrifice the 9 Push shots available in place of a quick yet precise Decapitate disc. Additionally, veterans are able to accurately move the reticle fast enough when firing a Decapitate disc with this upgrade, resulting in a fan of fast, yet precise, decapitating disc in the same fashion as the Triple Shot Power-Up.

Ricochet Properties
All Fast Shot discs do not have the ability to ricochet off of ricochet beams or angled jump pads. Exceptions to ricocheted discs only apply when the Triple Shot is combined with the Fast Shot in which case, all but the center disc have the ability to ricochet off of ricochet beams and angled jump pads.

Difficulty Rating


Efficiency Rating


Disc Speed
x 1.25 (Default Speed + 0.25)

Fast Shot Combinations
Power-Ups
Shot Properties
Ricochet Properties
3 discs moving 25% faster than normal
2 outer discs will ricochet; center disc will not ricochet
1 disc moving 25% faster than normal with freezing/homing capabilities
No discs will ricochet
1 Decapitation disc moving 25% faster than normal
No discs will ricochet
3 discs moving at 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc moving 25% faster than normal with freezing/homing capabilities
No discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
Freeze Shot


Description
The Freeze Shot upgrades the default Push disc by adding the ability to constrict (slow) another player’s movement speed significantly. The slowing effect can only affect a player one time (movement speed decrease will not compound), therefore, after a player’s movement has been slowed, any future Push discs they come into contact with will react as an unmodified Push disc. Additionally, the Freeze Shot may affect both the Push and Decapitate discs by curving their paths toward players in a homing fashion.



Uses
The Freeze shot is highly valued in times when other players are on different platform tiers and/or not in a standard disc travel path. Beginners tend to use the Freeze Shot in the same fashion as a default Push shot, simply trying to slow their opponents. Veteran players who have experience in the curvature of the homing discs tend to use the upgrade as a tier-to-tier Decapitate shot or to frag an opponent while avoiding direct lines of fire to either outsmart or avoid possible encounters. Veterans rarely use the Freeze Shot in its Push shot form as their targets will only be slowed and require at least one additional disc to push them off a platform for a frag.

Ricochet Properties
All Freeze Shot projectiles have the ability to ricochet off of ricochet beams and angled jump pads. Restrictions to ricocheted discs only apply when the Freeze Shot is combined with the Fast Shot in which case, all discs will not have the ability to ricochet off of ricochet beams and angled jump pads.

Difficulty Rating


Efficiency Rating


Projectile Speed
x 1.0 (Default)

Freeze Shot Combinations
Power-Ups
Shot Properties
Ricochet Properties
3 discs with freezing/homing capabilities
All 3 discs will ricochet
1 disc moving 25% faster than normal with freezing/homing capabilities
No discs will ricochet
1 Decapitation disc with freezing/homing capabilities
All 3 discs will ricochet
3 discs moving at 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all with freezing/homing capabilities
All 3 discs will ricochet
1 Decapitation disc moving 25% faster than normal with freezing/homing capabilities
No discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
Power Shot


Description
The Power Shot upgrades the default Push disc into a Decapitate projectile. This Power-Up will have no effect on any of the player’s default Decapitate discs. The following diagram illustrates a top-down view of the projectile properties when using the Power Shot Power-Up.



Uses
The Power Shot, in itself, only serves as a minor upgrade to the default Push disc, however, when the Power Shot is combined with another upgrade, the effects can be quite devastating and nearly impossible to dodge, even for experienced players. Beginners tend to use the Power Shot sporadically and in the fashion they would use their default Push discs. Veteran players, however, tend to conserve the upgraded projectiles, only firing when there is a clear and nearly fail-proof opportunity to frag an opponent, or until another Power-Up becomes available to collect and combine properties with.

Ricochet Properties
All Power Shot discs have the ability to ricochet off of ricochet beams and angled jump pads. Restrictions to ricocheted projectiles only apply when the Power Shot is combined with the Fast Shot in which case, all projectiles do not have the ability to ricochet off of ricochet beams and angled jump pads.

Difficulty Rating


Efficiency Rating


Projectile Speed
x 1.0 (Default)

Power Shot Combinations
Power-Ups
Shot Properties
Ricochet Properties
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs)
All 3 discs will ricochet
1 Decapitation disc moving 25% faster than normal
No discs will ricochet
1 Decapitation disc with freezing/homing capabilities
All 3 discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal
2 outer discs will ricochet; center disc will not ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all with freezing/homing capabilities
All 3 discs will ricochet
1 Decapitation disc moving 25% faster than normal with freezing/homing capabilities
No discs will ricochet
1 Decapitation disc (inner disc) with 2 Push Discs (outer discs) all moving 25% faster than normal with freezing/homing capabilities
2 outer discs will ricochet; center disc will not ricochet
Knowledge is Power!
Before moving on to the advanced techniques, players must first have a healthy understanding of the two-mathematics-based concepts that dictate nearly all encounters in Ricochet: the Pythagorean theorem[en.wikipedia.org] and the trajectories[en.wikipedia.org] of movement.

First, the Pythagorean theorem states that in any right-angled triangle, the area of the square whose side is the hypotenuse (the side opposite the right angle) is equal to the sum of the areas of the squares whose sides are the two legs (the two sides that meet at a right angle); essentially,





This information can be used in a player's advantage to determine when and where an enemy will go (and therefore, where the player should shoot their discs to) by knowing when and where the spot in which their opponent left from and when and where the spot in which the player is currently standing is at. The quicker that a player can judge these distances and timings results in more potential frags and less spamming of shots.

However, while the theorem allows players to easily judge the expected position of their opponents, it will be crucial to add the variable of time in the original calculation. If a player shoots too late or too early, the theorem alone will be useless as most players do not stay exactly in one position after landing on a platform. Getting a feel for how long it takes for discs to travel will be paramount for this strategy and will play a crucial role in the next topic: trajectories.

Mastering the trajectories of movement is one of the core skills that separate beginning and veteran Ricochet players. Knowing that all jumps in Ricochet are facilitated by the jump pads on platforms creates a consistent and measurable movement path for players moving from platform to platform.



When players jump from a platform, their movement through the air arches in a way according to three main variables: 1) direction of the jump pad, 2) power of jump pad (the push that the pad releases players at), and 3) the distance to the associating platform (distance between the two platforms). Knowing these 3 variables will allow players to better judge the trajectories of a player's movements as well as their own movements, thus making it easier for players to calculate the appropriate direction and release times of their shots.

Example A:
Opponent ascending to the left parallel to player; caught mid-air just after jumping.


Example B:
Opponent descending to the right, away from player; caught mid-air at apex of jump path.


Luckily, Ricochet has discs travelling a flat Z-axis only (with the exception of Freeze Shots). this means players will primarily need to concern themselves with movement trajectories if wanting to frag their opponents when either they or their opponents are in mid-air. The knowledge lies within knowing the unwritten routes in which the jumps take, i.e., their paths or arches.

As a general rule, platforms that are far apart are typically more powerful and higher arching than platforms that are closer together. Jump pads that lead from one level to another are often far less powerful (often feeling slower) and have really sharp paths/arches.
A.I. (Bots)
At this time, very few (if any) artificial players are available outside of the one popular, yet unfinished Bot package named RicoBot. Bot developer, Wei Mingzhi (a.k.a., Whistler), created RicoBot based on the HPB Bot Template #3 by Botman.

In its current state, RicoBot does not have remarkably smart A.I. (it does not try to collect Power-Ups and only moves and shoots in the most basic forms), however, the bots are incredibly dependable and are a great way for beginners to practice. The following list details the pros and cons of RicoBot.

RicoBot Features
+ Only publicly-available, working AI for Ricochet at the moment
+ Easy to install
+ Can use on dedicated and public servers
+ Customizable bots (names, skill levels, chat percentages)
+ Easy to add/kick unique bots through console
+ Config files can customize and auto-load specific bots for specific maps
+ Works with all standard game maps
+ Practice modes available
+ Bots refrain from jumping into lethal shots (pause dodging) occasionally
- Bots have predictable movement and shot patterns
- Hard to frag bots with Push shots
- Bots only fire Decapitation discs when in close proximity to their target
- Bots may at teammates on team deathmatch-moded games

Download Links
  • Download[yapb.bots-united.com] - Windows [.EXE])
  • Download[yapb.bots-united.com] - GNU/Linux, MetaMod [.TGZ]
  • mediafire[DOT]com/file/19g9l3c22blniye/ricochet_bots.rar/file - Windows [.RAR]
    *Note: Steam redacts MediaFire links, therefore, copy/paste this into your browser and replace the "[DOT]" with a period (".") instead. (Thanks go to this guide for providing another source for these bots!)

RicoBot Installation Instructions
Exit Ricochet, download the bot setup file for the appropriate operation system, run the installation file to direct all files to your default Ricochet directory:
...\Steam\SteamApps\common\Half-Life\ricochet
Refer to the RicoBot readme files for detailed installation instructions for installing the GNU/Linux/MetaMod versions and/or bot customization options.

RicoBot Quick Start Guide
  1. Install the RicoBot files (described above).
  2. Start Ricochet; Create Server, select a map and server parameters, then Start the server
  3. Adding Bots: Open the Console (default key: tilde "~"), and type "addbot"
  4. Removing Bots: Open the Console (default key: tilde "~"), and type "kick" followed by the bot's name (e.g., "kick Dr_Death")

Available RicoBot Console Commands
  • addbot <name> <skill> - add a bot with a specific name and skill level.
  • observer <0/1> - turn on/off observer mode, in which bots won't shoot at human players.
  • botskill <1/2/3/4/5> - change default bot skill.
  • botdontshoot <0/1> - when this is turned on, bots won't shoot at anyone.
  • bot_chat_percent <value> - change the percent of bots chatting when they get killed.
  • kick <name> - remove a specific bot.

*Note for running RicoBots on Dedicated servers: When running a dedicated server the bot commands that are normally available from the client console screen are disabled. To create a bot you must use the server command "bot" with parameter "addbot" (you can also provide additional parameters like as shown in the bot.cfg file). To use the "bot" server command you would use one of the following commands on the dedicated server command line...
  • bot addbot
  • bot addbot Da_Killer
  • bot addbot Da_Killer 4

For more details/help, please review the RicoBot ReadMe.
Ricochet Community Patch
Over the years, many players, developers, and coders came together to work on a patch for Ricochet that would enhance gameplay and fix issues with the game's default code. The culmination of these efforts resulted in the Ricochet Community Patch. This patch includes fixes for bugs, new player management options, and new game mode support. Although it is not officially backed by Valve, Ricochet veterans typically prefer playing on servers with the patch installed.

The following are the changes, fixes, or additions found in the Ricochet Community Patch, as taken from an archived version[web.archive.org] of the VadaVaka Ricochet Community Patch Information website:

Changes and Fixes:
● Model Switching
● Reconnector
● White disc
● Use key
● DM Double Kill
● DM Spectate with disc bug && disconnect
● Arena Floating
● Arena Spectate
● 2v2 White Disc and Scoreboard
● Spawn Protection
● Lose powerups after death

Gameplay Modes:
● Team Deathmatch
● Last Man Standing (coming soon)
● Tournament Mode
● Decap Only Mode

In-game Commands:
● Respawning
● Switching Models
● Switching teams

Patch Notes:
Model Switching
desnotes(evil_admin) added the ability to switch models in-game with the command model [modelname]. Ex. model female

Reconnector
.ASM fixed a bug in the arena system where a reconnecting player can jump ahead of the queue and play before already connected players.

White disc
Miagi fixed a bug in arena where the player is not assigned a team and only has one disc that is white when thrown.
.ASM initially created a temporary fix.

Use key
desnotes(evil_admin) and .ASM fixed a bug where pressing a key bound to "+use" enabled a player to not be pushed by a push disc.

DM Double Kill
.ASM and netniV fixed a bug in deathmatch that stopped a player from getting killed on respawn if someone hit the decap'd body with a push disc.

DM Spectate with disc bug and disconnect
Miagi fixed a bug in deathmatch that stopped players from exploiting a bug which allowed them to go into spectate with their discs floating around them.
Also fixed discs getting left behind when a player disconnects

Arena Floating
Miagi fixed a bug in arena that enabled an opponent to "float" in the match.

Arena Spectate
Miagi fixed a bug in arena that enabled a spectator to "float" and kill people in other matches.

2v2 White Disc and Scoreboard
Miagi allowed/fixed the use of teamplay in arena and fixed the scoreboard to keep teams together.

Spawn Protection
Wha? added spawn protection to deathmatch so that players can't get killed or kill others for a set period of time after spawning.

Lose powerups after death
Wha? stopped players from keeping powerups after dying to improve gameplay.

Team Deathmatch
Miagi and Wha? added a team deathmatch gameplay mode of red vs blue.
Players can switch teams with the team [red or blue] command.
Connecting players are assigned the team with the fewest players.

Last Man Standing (coming soon)
Miagi is working on a gameplay mode similar to TS The One Mode, but the opposite.
Concept is a deathmatch style game where the goal is to kill each other until 1 man is left standing.

Tournament Mode
Miagi and Wha? added a cvar of "mp_tournament" "0 or 1" that lets a server admin disable powerups for all maps.

Decap Only Mode
Miagi added a cvar of "mp_decaponly" "0 or 1" that lets a server admin disable the use of push discs.

Respawning
ready - Will enable a player to respawn in deathmatch after going into spectate.

Switching Models
model [modelname] - Will allow a player to switch models provided that the model name ends with "male".

Switching teams
team [red or blue] - Will allow a player to switch teams in deathmatch teamplay.

Community Patch Download

Download[dl.dropboxusercontent.com]

Ricochet Community Patch Installation Instructions
Exit Ricochet, download the patch setup file for the appropriate operation system, extract and overwrite the contents of the .zip file to your default Ricochet directory:
...\Steam\SteamApps*YourUserName*\ricochet\ricochet
Review the readme files for further informationregarding the patch.

UPDATE: Due to "SteamPipe" update released on July 31, 2013, the core Ricochet folders have moved to the common games directory in the Steam directory. The following is the new location of your default Ricochet directory:
...\Steam\SteamApps\common\Half-Life\ricochet
Recommended Communities
Ricochet, like most games, can be quite fun and rewarding if played with the right people. It's recommended that new players begin with bots first and then move onto servers with actual people playing. This will not only prepare players for the inevitable skill difference between beginners and veteran players, but will also allow players to develop their shot instincts and movement coordination effectively.

However, finding that perfect community is just as hard in Ricochet as it is with any other game, so knowing where to start will help players continue to develop and enjoy their experiences with Ricochet. The following are two great gaming communities recommended for all players:


Short - Range Frisbée Thrower
For pure Ricochet communities that are active, multi-lingual, highly experienced, willing to teach, and can help players develop good game habits and tactics, the European-based Ricochet group S-RFT (Short - Range Frisbée Thrower) is highly recommended. Players can view their Steam group here and/or play on one of their various Ricochet servers under the -=:|[S-RFT]|:=- title.


Cafe of Broken Dreams
Additionally, if you are interested in a wide variety of multiplayer games (specifically Dota 2, TF2, and CS:GO, and more), the US-based Cafe of Broken Dreams community is highly recommended. Players can join their public Steam group here, play on one of their multiple game servers under the Cafe of Broken Dreams title, join their IRC chat at irc.veekun.com #cafe[http//irc], or visit their new website here[beta.cafeofbrokendreams.com].


All-Platform Gaming
All-Platform Gaming (APG) is another multi-game community that provides a high level of support to Ricochet players and mapmakers and has made numerous attempts to direct the attention of Valve developers to correcting coding errors in Ricochet. Players can join their public Steam group here, play on one of their multiple game servers under the APG title, or visit their official website {BAĞLANTI SİLİNDİ}.
Final Comments & Shoutouts
I'd first like to thank you for reading this guide and giving some much needed attention to one of my favorite games. This guide started as an effort to inspire more players to play Ricochet as well as to educate those that already do. I know that this guide will not top any record charts in terms of views (honestly, I'd be happy with 1 view), but I hope you were able to get something out of it and can enjoy Ricochet a little more now because of it.

I'd also like to thank a few people that have either directly or indirectly helped me create this guide (in alphabetical order):
- doc
- DragonLady
- Emnu
- Jest
- Lilou
- Miagi
- RoboCop
- Style
- Tribute

Without these great folks, the Ricochet community would certainly be more dead than it is now. Thanks for all the support you've given me and the game over the years! You guys are greatly appreciated!

If you have any questions, comments, additions, or changes regarding this guide (or Ricochet in general), feel free to message me through my Steam profile here.

Good luck and happy gaming!

Sincerely,
Moses
69 Yorum
Moses  [yaratıcı] 20 Nis @ 7:04 
If anyone can get it working, Lilou can!
Lilou 10 Şub @ 14:08 
@Daedalus332 Good Question, we will probably establish a server for Teams this year!
Daedalus332 10 Şub @ 5:31 
Hey, I know this is a long shot, but does anyone know how to get the team deatchmatch working on the community patch? I got it working once but not again...
Lilou 22 Ara 2024 @ 11:26 
Well well, End of 2024 and I came back to see what's up. ;) Nice Guide!
Lil San 26 Tem 2024 @ 13:35 
dead game
arc 25 Şub 2024 @ 20:20 
thank you
Berimbau apavora 19 Ara 2023 @ 17:33 
nice tutorial bro
tntguy1234 10 Kas 2023 @ 18:53 
this would be amazing if more then one player played it a one given time
Solstar 15 Ağu 2023 @ 5:47 
thanks for adding this guide, i would have never found out how to play this game, and i don't think it deserves the bash that people make it for it
BetaRates 22 Oca 2023 @ 7:59 
thats him