Title		: bOi RC Script for Quake II v3.14
Filename	: bOi-rc31.zip
Version  	: 3.1
Date		: 03/03/98
Author		: James "bOi" Ariz
Email		: boi@accessv.com
UIN		: 417201
Thanks to	: Pieter "Rydeen" van Dieren who helped devise the new
		  mouse layout for Weapon System 2, and to everyone who
		  helped in beta-testing the new scripts. Ashley Bone,
		  awbone@mindspring.com, for PakExplorer v1.12. Itoo -
		  danielqg@jet.es, Chris Dohnal - cwdohnal@ucdavis.edu,
		  Justin Frankel - justin@nullsoft.com, for WinGlide.
Credits		: The QII bOi icon is based on a QII icon by Patrick
		  Curry - patrickc@frogdesign.com. The QII CD Player
		  script was based on a cd player script for Quake by
		  Ben Zanin - zanin@mail.odyssee.net. The Rocket Jump
		  was based on a version of the alias by JakFrost -
		  jakfrost@planetquake.com. All other script, graphic,
		  and sound design are 1998 James Ariz.



Description of the Script
=========================----------------------------------------------

 This Quake II script was designed to be used with a TrackMan Marble
 or a 3-button mouse ONLY and uses the WASD location on the keyboard
 for movement. No support will be provided for those with a different
 peripheral setup or for those who wish to modify the layout. Like
 previous versions of this script, this particular one was intended for
 both single and multiplayer gaming. There are no plans to include CTF
 and other mod support for this script series. If there is an interest
 for it, I may release a separate version of this script design with
 QII CTF support for the weapon system and teamplay macros.
 
 v3.1 includes a new variant of the weapon system introduced in v2.0+
 with improved integration of the 'tertiary weapon' feature, as well
 as some new features now available for QII v3.12+.

 
  v3.1 features:	QII CD Player
			Custom Crosshair
			Hi-Res Sounds
			Inventory System 2
			MP Skins 2
			Rocket Jump
			Timedemo
			Weapon System 2
			Wide Angle View
			Zoom System 2

  Zip contents:		bOi-rc31.exe
			bOi-rc31.txt



How to Install the Script
=========================----------------------------------------------

 note: Before you begin, PRINT out this readme file. Please read this
 readme file in its entirety before proceeding with the installation.
 
 UnZip the contents of BOI-RC31.ZIP into a temporary directory. Then
 run the self-extract archive BOI-RC31.EXE (double-click on the file
 and install to your Quake II root directory). Do NOT make a new sub-
 directory for this script. A new "bOi" subdirectory will be created
 for you and all files will be extracted there. A batch file, BOI.BAT,
 and a matching icon which will also be extracted to your Quake II
 root directory. Before running BOI.BAT, edit this file to reflect
 your system settings for the following commandline parameters:

  +set cddir D:\install\data +set basedir C:\QUAKE2

 Substitute 'D' for your CD drive if different, and substitute 'C' and
 the \QUAKE2 directory if Quake II is installed to a different drive
 and/or directory. This is the installed directory structure:

  \Quake2\bOi.bat
  \Quake2\bOi.ico
  \Quake2\bOi\autoexec.cfg
  \Quake2\bOi\pak0.pak
  \Quake2\bOi\bOi-rc31.txt
	


Controller (mouse) Setup
========================-----------------------------------------------

 The following section was taken from the AUTOEXEC.CFG. By default I
 have freelook on, and use a mouse sensitivity of 7. The 'm_filter 1'
 variable was added to make Quake II average both mouse co-ordinates,
 resulting in a smoother feel to the mouse:

  set freelook 1
  set in_joystick 0
  set in_mouse 1
  set lookstrafe 0
  set lookspring 0
  set m_filter 1
  set m_pitch 0.022
  set m_yaw 0.022
  set sensitivity 7

 With the TrackMan my preference is inverted mouse off. To invert the
 mouse, change "set m_pitch 0.022" to "set m_pitch -0.022" Also under
 "// controller" section edit the following aliases which are used in
 Zoom System 2:

  alias m22 "m_pitch 0.022;m_yaw 0.022"
  alias m13 "m_pitch 0.013;m_yaw 0.013"
  alias m07 "m_pitch 0.007;m_yaw 0.007"
  alias m02 "m_pitch 0.002;m_yaw 0.002"

 change to:

  alias m22 "m_pitch -0.022;m_yaw 0.022"
  alias m13 "m_pitch -0.013;m_yaw 0.013"
  alias m07 "m_pitch -0.007;m_yaw 0.007"
  alias m02 "m_pitch -0.002;m_yaw 0.002"

 These are my TrackMan Marble settings under Windows 95:

  cursor speed - 75%
  high acceleration
  left button - click/select
  middle button - middle button *
  right button - context menu/alternate select

  * this setting is required in order to make this button active
    in Quake II and other Win95-based games.



Sound Setup
===========------------------------------------------------------------

 Low quality sound (11 kHz) is default for this script. To use high
 quality sound, change the following lines in the AUTOEXEC.CFG:

  set s_loadas8bit 1     >     set s_loadas8bit 0
  set s_khz 11           >     set s_khz 22



Video Driver Setup
==================-----------------------------------------------------

 note: For QII v3.14, shadows have been fixed preventing the player's
 weapon from drawing a gross looking shadow. v3.1 of this script now
 has shadows on by default and a toggle (PGUP) is included should you
 want to disable shadows while in a game.

 If you are running Software mode (no OpenGL hardware acceleration),
 then you should remove the following section from the AUTOEXEC.CFG
 and replace it with your custom video settings. If you are using
 OpenGL hardware acceleration, then you'll want to edit the following
 lines to reflect your own custom options:

  // video settings
  set gl_driver 3dfxgl
  set gl_dynamic 1
  set gl_ext_pointparameters 0
  set gl_flashblend 0
  set gl_finish 0
  set gl_keeptjunctions 0
  set gl_picmip 1
  set gl_playmip 2
  set gl_polyblend 0
  set gl_round_down 0
  set gl_shadows 1
  set gl_swapinterval 0
  set gl_texturemode GL_LINEAR_MIPMAP_NEAREST
  set gl_ztrick 1
  set vid_fullscreen 1
  set vid_gamma 0.6
  set vid_ref gl

 These are my 3Dfx (Monster3D) settings in my AUTOEXEC.BAT:

  set FX_GLIDE_NO_SPLASH=0
  set FX_GLIDE_SWAPINTERVAL=0
  set SST_FASTMEM=1
  set SST_FASTPCIRD=1
  set SST_GAMMA=1.8
  set SST_GRXCLK=58
  set SST_SCREENREFRESH=60
  set SST_SWAP_EN_WAIT_ON_VSYNC=0
  set SST_VIDEO_24BPP=1
  


MP Skins setup
==============---------------------------------------------------------

 This script uses its own system for selecting skins and works together
 with the MP Skins 2 script. Normally, to select a specific skin you
 would put "set skin (skin name)" somewhere in the AUTOEXEC.CFG. With
 this skin system, all you have to remember is the first 3 letters of
 the name of the skin and put it in at the bottom of the AUTOEXEC.CFG.
 In order for the MP Skin 2 script to properly function you should
 preselect a male and female skin choice, putting the dominant skin of
 your choice on the bottom. QII v3.12+ comes with an additional cyborg
 PPM (plugin player model), and the skin names for this model have been
 included as part of the male list. Optionally, you can bypass your set
 skin choice when connecting to a game server by typing first 3 letters
 of the alternate skin in the console and pressing Enter. The following
 is a section taken from the AUTOEXEC.CFG, and I have chosen the female
 Ensign and the cyborg Tyr574 as guide; Tyr574 being my skin choice:

  echo ------ mp skins initialization ------
  ens
  tyr
  echo
  echo -------------------------------------

 When you startup the game and look in the console, you will see a
 confirmation of your 2 skin choices on the screen:

  ------ mp skins initialization ------
  
  Ensign
  Tyr574
  
  -------------------------------------

 Refer to the 'Special Keys and Scripts' section of this readme for
 directions on using the MP Skins 2 script. I'm including the full list
 of Quake II v3.12+ skins here for your convenience, these being the
 only skins supported by this script:

  male:                            female:               cyborg:

  Cipher     Major      Razor      Athena     Jungle     Oni911
  Claymore   Nightops   Recon      Brianna    Lotus      Ps9000
  Flak       Pointman   Scout      Cobalt     Stiletto   Tyr574
  Grunt      Psycho     Sniper     Ensign     Venus
  Howitzer   Rampage    Viper      Jezebel    Voodoo



Running the Script
==================-----------------------------------------------------

 When you have finished editing the AUTOEXEC.CFG to your liking, you
 are now ready to run the script. Use the provided BOI.BAT and BOI.ICO
 to make a shortcut for the script on your desktop, or in the Startup
 Menu.

 note: If you get a grey screen when executing BOI.BAT or if you get
 kicked back to the desktop with the BOI.BAT window still open, make
 the following changes for your BOI.BAT shortcut:

  1. Right click on BOI.BAT and select Properties
  2. Select the Program tab
  3. For 'Run', select the 'minimized' option
  4. Put a check next to 'Close on exit'
  5. Then press OK to save settings

 Quake II normally cycles between 2 demo files and the Id logo on
 startup. For my script I've modified the demo cycle to play only the
 animated Id logo and the intro to allow you to access the console or
 menu without any waiting. Upon entering a new game server, press the
 attack button (MOUSE1) once. This will initialize the Weapon System
 and you are ready to play. The weapon selector buttons on the mouse,
 as well as the movement keys, will be disabled until you 'prime' the
 script in this manner.


 Introduction to Weapon System 2..

 To test out the weapon system, press F12 to receive all weapons and
 items. Press either (MOUSE2+MOUSE3) or (MOUSE3+MOUSE2) and release to
 query your current weapon assignments. The current display will always
 correspond to the 'next' weapon selections you can toggle to by press-
 ing either (MOUSE2) or (MOUSE3) alone:

  S:Blaster
  T:Blaster

 For this test, select the Shotgun (press 2), the Machinegun as your
 secondary (hold MOUSE3 and press 4), and the Grenade Launcher as your
 tertiary (hold MOUSE2 and press R). With the Shotgun as your active
 weapon, the following would be your display if you queried your weapon
 assignments (MOUSE2+MOUSE3):

  S:Machinegun
  T:Grenade Launcher

 The top weapon shown on the display indicates that the next weapon
 assigned to (MOUSE3) is the Machinegun. Press (MOUSE3) to toggle to
 the Machinegun and perform another weapon query:

  P:Shotgun
  T:Grenade Launcher

 Hand grenades work in conjunction with the weapon system. Press (Q)
 to ready a grenade. This would be the screen display continuing from
 the last example switching from the Machinegun:

  S:Machinegun
  P:Shotgun

 Pressing (Q) again or (MOUSE3) will switch back to your last active
 weapon, while pressing (MOUSE2) will toggle to the other weapon you
 have set. For this exercise press (MOUSE2) to return to the Shotgun.
 While the hand grenade is active, you have the freedom to query mouse
 button assignments, but the ability to assign weapons will be disabled
 in this mode. Attempting to assign a secondary or tertiary weapon with
 the hand grenade active will trigger an error sound and you will
 switch to the next weapon selection as if you have pressed the mouse
 selector buttons alone.


 Tertiary weapon usage..

 Continuing from the last example with the Shotgun active, perform
 another query:

  S:Machinegun
  T:Grenade Launcher

 Press (MOUSE2) to select the Grenade Launcher. Again, make another
 query to see your next weapon assignments:

  P:Shotgun
  S:Machinegun

 You will notice that selecting the tertiary weapon works exactly the
 same as selecting the hand grenade with (MOUSE3) switching back to
 your previous weapon, and (MOUSE2) switching to your other weapon.
 Unlike using the hand grenade, the tertiary weapon is fully functional
 like the primary and secondary modes, and you can assign other weapons
 while this mode is active. It should be noted that if you assign a new
 secondary or tertiary weapon with the said weapon active, you will
 immediately switch to that selected weapon. To reset the weapon system
 press (keypad Enter).

 This weapon system was designed with mobility in mind, and I encourage
 you to try carrying out the steps in this exercise while maintaining a
 constant forward motion around a level.

 

Key Overview
============-----------------------------------------------------------

  Description				key(s)
  ===========				======

- Movement (always run on) -

  forward				w 
  back					s 
  move left (strafe)			a
  move right (strafe)			d
  crouch (movedown)			ALT
  jump (moveup)				SPACE

  rocket jump (no centerview)		g



- Controller -

  fire active weapon			MOUSE1
  
  assign secondary weapon		MOUSE3 + weapon selection
  assign tertiary weapon		MOUSE2 + weapon selection

  primary/secondary weapon toggle	MOUSE3
  select tertiary weapon		MOUSE2

  (with tertiary weapon or hand grenade active)

  select previous weapon		MOUSE3
  select other weapon			MOUSE2

  query weapon assigments *		MOUSE2 + MOUSE3 or
					MOUSE3 + MOUSE2
				
  * example screen display:

    S:Hyperblaster			next MOUSE3 weapon selection
    T:Grenade Launcher			next MOUSE2 weapon selection



- Weapons -

  weapon system 2 reset			kpad ENTER

  blaster				1
  shotgun				2
  super shotgun				3
  machinegun				4
  chaingun				5
  grenade launcher			r
  rocket launcher			f
  hyperblaster				c
  railgun				x
  bfg10k				z
  grenades				q



- Inventory System 2 -
 
  inventory mode toggle (3 modes)	BACKSPACE
   - weapons and powerups
   - powerups only
   - weapons only

  inventory hotkey			CTRL
  move back through list		CTRL + MOUSE1
  move forward through list		CTRL + MOUSE2
  use selected item			CTRL + MOUSE3
  drop selected item			CTRL + ALT + MOUSE3

  move back through list		LEFTARROW
  move forward through list		RIGHTARROW
  use item				UPARROW
  drop an item				DOWNARROW 

  underwater breather			b
  invulnerability			h
  enviro-suit				j
  energy armor				m
  silencer				n
  quad damage				v

  drop bullets				l
  drop shells				,
  drop grenades				;
  drop rockets				.
  drop cells				'
  drop slugs				/


- Zoom System 2 -

  mode hotkey (5 modes)			\
   - sniper zoom +
   - sniper zoom
   - quad damage
   - rocket jump
   - jump

  move back through list		\ + MOUSE1
  move forward through list		\ + MOUSE2

  mode 1 (sniper zoom +):
   zoom toggle				SHIFT

   (at 2.5x magnification)
    increase magnification		MOUSE2
    toggle primary/secondary		MOUSE3 
    assign secondary weapon		MOUSE3 + weapon selection
   
   (at 6.4x and 30x magnification)
    increase magnification		MOUSE2
    decrease magnification		MOUSE3    

  mode 2 (sniper zoom only):
   zoom toggle				SHIFT

  mode 3:
   quad damage				SHIFT  
  
  mode 4:
   rocket jump				SHIFT

  mode 5:
   jump					SHIFT


   
- CD player -

  cd online help			F5
  cd pause/resume			F6
  cd disable/enable			F7
  cd info (state key)			F8
  cd reset				F8 + F5
  track backward			F8 + F6
  track forward				F8 + F7
  track selection (in console)		2 to 11



- MP Skins 2 -

  mp skin script toggle			F1

  male skin selection			F2
  female skin selection			F3
  backward through male list		F2 + MOUSE1
  forward through male list		F2 + MOUSE2
  backward through female list		F3 + MOUSE1
  forward through female list		F3 + MOUSE2



- Cheats -

  god mode				F11
  all weapons and items			F12
  float mode				kpad 0 (INS)



- Client -

  field computer hotkey			TAB
  toggle menu				ESCAPE
  toggle console			`
  hand toggle				-
  wide angle toggle			=
  save game menu			F2
  load game menu			F3
  join server menu			F4
  timedemo hotkey			F9
  timedemo (run key and reset)		F10
  netgraph toggle			[
  shownet toggle			]
  lights toggle				INS
  suicide				DEL
  particles toggle			HOME
  disconnect from game			END
  shadows toggle			PGUP
  precache				PGDN
  exec autoexec.cfg			kpad . (DEL)
  viewsize down				kpad -
  viewsize up				kpad +
  pause					PAUSE



- Communication -

  messagemode				t
  messagemode 2				y
  flipoff				5
  salute				6
  taunt					7
  wave					8
  point					9



Special Keys and Scripts
===============--------------------------------------------------------

- CD Player

  note: This particular script has been coded specifically for playing
  the Quake II soundtrack and lists all the track titles on the CD.

  The script includes an online help (F5) and is self explanatory. This
  CD player script will 'remember' the current track selection even if
  you switch between using the forward and back keys (F7,F6), and the
  number keys to do a single track selection. Hold down (F8) and press
  (F5) to replay a track, or to re-initialize the CD player after dis-
  abling. Tracks selected by using the forward and back keys can be re-
  called in this manner and has priority over single track selection.


- Float

  Float (kpad 0) allows you to maintain buoyancy in water. This key
  is also useful if you've gone deep and need to make an emergency
  ascent to the surface. 


- Hand

  The gun is held right-handed in this script (hand 0), but the hand
  toggle is not 'hand' sensitive unlike the previous version. Edit the
  AUTOEXEC.CFG if you prefer left (hand 1), or center-aligned (hand 2)
  as your default hand setting.

  Press (-) to switch from your hand preference to center-aligned mode.
  This alias utilizes the $variable, originally included in QII v3.05
  and re-introduced in v3.12+, to temporarily copy the value of your
  hand setting to a temp variable before switching to center-aligned
  mode (hand 2). Pressing (-) again will read the value stored in the
  temp variable, in this case $tmp2, and return to your default hand
  setting.


- Inventory System 2

  note: The ability to cycle powerups or weapons exclusively has been
  introduced QII v3.12+ and I have included a toggle (BACKSPACE) which
  will allow you switch between 3 modes.

  Pressing and holding the inventory hotkey (CTRL) will bring up the
  onscreen menu and remap the buttons MOUSE1, MOUSE2, and MOUSE3, to
  INVPREV, INVNEXT, and INVUSE respectively. Press (ALT) while (CTRL)
  is down to toggle MOUSE3 from INVUSE to INVDROP. Releasing (CTRL)
  will remap the mouse assignments back the weapon fire and selector
  buttons. Alternately, you can use the cursor keys to perform the same
  functions with LEFT, RIGHT, UP, and DOWN being INVPREV, INVNEXT,
  INVUSE, and INVDROP, but the onscreen menu will not appear unless
  you hold down the inventory hotkey (CTRL) as before.


- Lights

  Press (INS) to disable guns from emitting light; may improve fps.


- MP Skins 2

  note: You must make a male and female skin selection, as described in
  the 'MP Skins 2 setup', for this script to function properly.

  Press (F1) to enable the MP Skins 2 script. The save and load game
  keys (F2/F3) are remapped to become hotkeys for male and female skins
  respectively. Holding down either key will allow you to cycle back
  (MOUSE1) or forward (MOUSE2) through the skin lists. Pressing and
  releasing either hotkey (F2/F3) alone will switch to the skin you
  have selected.


- Netgraph

  Press ([) to view how your connection is. This shows a graph bar at
  the bottom of the screen. Green indicates the amount of lag and red
  shows dropped packets. White means the packet was choked off by a
  lower rate. 


- Particles

  Press (HOME) to disable all particles for improved fps. The Railgun
  shot will not appear with Particles off, so use this at your own
  risk.  


- Precache

  Press (PGDN) to load all necessary files for the current level into
  the cache. This will usually smooth out jerky gameplay and it is
  recommended that you 'precache' when you jump on a server or run a
  map for the first time.


- Rocket Jump

  Like the Hand Toggle and Wide Angle aliases, the Rocket Jump isn't
  'hand' sensitive unlike previous versions. For this version, you will
  have to manually select your Rocket Launcher (f) before pressing (g).
  Make sure to press and hold (g) a little longer, instead of just tap-
  ping briefly. This will insure that you don't misfire even under the
  most lagged conditions. Centerview is not used, allowing you to use
  the Rocket Jump as an offensive weapon since you are already looking
  towards the ground. The alias will switch momentarily to center-
  aligned mode and then back again to your preset hand preference.


- Shadows

  Press (PGUP) to turn off shadows for improved fps. Shadows are on
  by default in v3.1 of this script.


- Shownet

  Press (]) to toggle the display of latency information for packets.
  A constant printout will be produced onscreen until toggled off.


- Timedemo

  This is a 2 key module, the first key being the initialization key
  (F9). Holding down this key will turn timedemo on and turn off sound.
  Releasing this key will avert timedemo and re-initialize sound. You
  must hold (F9) and then press the run key (F10) to actually run a
  timedemo. After the demo has run and printed the results in the
  console, press (F10) to turn off timedemo and reinitialize sound.
  This script can be run from within a game or when in the console.


- Weapon System 2

  This is an improved version of the weapon system I first introduced
  in v2.0+ of this script series. With that version I experimented with
  the inclusion of a 'tertiary' weapon on the mouse, but it was handled
  more as an addon to the script and you had to press two buttons on
  the mouse simultaneously in order to use it. In trying to stick to
  the layout and conventions I have established in my secondary weapons
  script for Quake, the tertiary weapon was a bit clunky to use. Weapon
  System 2, on the other hand, has both secondary (MOUSE3) and tertiary
  (MOUSE2) weapon selections as single key operations and adopts a
  universal method for querying mouse key assignments (MOUSE2+MOUSE3)
  in all modes. Please refer to the section on 'Running the Script' for
  a mini tutorial on using the script.

  It should be noted that this script was completed before the Point
  Release. Using the new WEAPLAST command would reduce the size of this
  weapon system. But this command, like WEAPPREV and WEAPNEXT, will not
  take into account manual weapon presets nor will it work together
  with the integrated weapon sounds.

  
- Wide Angle

  Press (=) to switch your field of view to 120. Switching to this
  mode will set your hand to center-aligned as well. The sniper zoom
  and additional zooms are adjusted in relation to FOV 120 when this
  mode is active. Like the Hand Toggle and Rocket Jump aliases, the
  Wide Angle is not 'hand' sensitive and takes into account your preset
  hand preference in the AUTOEXEC.CFG.


- Zoom System 2

  The sniper zoom (2.5x magnification) is set as the default zoom mode
  and is activated by pressing (SHIFT). This key is a toggle instead of
  a hotkey, giving you the freedom to manoeuvre while still zoomed on a
  target. While the sniper zoom is on, (MOUSE2) becomes the 'increase
  magnification' button giving you two additional zooms (6.4x and 30x).
  When these additional zooms are used, (MOUSE3) becomes the 'decrease
  magnification' button. Decreasing the magnification back to sniper
  zoom will remap (MOUSE3) back to secondary weapon toggle/selector.
  A second sniper zoom without the additional zooms has been included
  and this mode can be accessed by holding the mode key (\) and press-
  ing either (MOUSE1) or (MOUSE2) to cycle the mode list. Additional
  modes have been included on this list should you wish to disable the
  Zoom System and use (SHIFT) for other functions.

  Integrated into this script are my own custom designed Crosshairs
  which replace the 3 default crosshairs that come with the game. They
  are NOT intended to be selectable. Instead, all three are designed
  as a single unit and work in combination with the Zoom System. The
  sniper zoom will always be indicated with a green/orange crosshair
  and the crosshair will change to orange when accessing the additional
  zooms (6.4x and 30x).



Copyright and Distribution Permissions
======================================---------------------------------

  QUAKE is a registered trademark of Id Software, Inc. QUAKE II and
  the QII logo are trademarks of Id Software, Inc. This Quake II script
  is not distributed or supported by Id Software, Inc. Some elements of
  the contained sound files are 1997 Id Software, Inc, 1997 LucasArts
  Entertainment Co., 1997 Strategic Simulations, Inc.  

  You MAY freely distribute this Quake II console script in any format
  as long as this description file remains intact and unmodified and
  is retained along with ALL of the files in the archive. Authors MAY
  use the contained code, graphic, and sound files as a BASE for their
  own published work provided that appropriate credit is given to the
  author, and to others the author has credited in turn. The author,
  James Ariz, retains all publishing rights and copyrights on modified
  versions of this script.

  Any rights not expressly granted herein are reserved.

 BY DOWNLOADING THIS ARCHIVE YOU ARE AUTOMATICALLY BOUND TO THE STATED
 CONDITIONS ABOVE. IF YOU DISAGREE WITH THESE TERMS, DELETE THE ARCHIVE
 AND ALL INSTALLED FILES FROM YOUR COMPUTER NOW AND REFRAIN FROM USING.


Contact Information
===================----------------------------------------------------

 If you like this script, or would just like to send me a comment on
 it, send email to the address listed at the top of this readme file.
 I will not be accepting requests to port this script over to other
 peripheral setups (2-button mouse, joystick, 3d controller, etc.) or
 other keyboard layouts, so please don't ask. Do not expect a response
 from me for help on topics already covered in this text file.


Disclaimer
==========-------------------------------------------------------------

 The contained files are provided "as is" without warranty of any kind,
 either expressed or implied. The author will not be held responsible
 for any losses incurred by the use of this script.


 Copyright 1998 James Ariz. All Rights Reserved.
