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HOMINGV5.TXT
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1996-07-29
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2KB
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57 lines
Homing Missles v.005
~~~~~~~~~~~~~~~~~~~~
Authors: Lynx (briggsj@lurch.ball.com)
Dumont (pjsmith@ix.netcom.com)
Credits: based on Homing Missiles v.001
by Vhold <vhold@netwizards.net>
http://netwizards.net/~vhold/
Bugs Fixed: Fixed bug in backpack throw that allowed creation of infinite
rockets.
Things Added: Added Impulse 26 that will detonate all of your rockets and
grenades in play.
Changed the rockets so they only turn so fast. Makes them
more fun to watch , more realistic and easier to get away
from.
Notes from Vhold
================
|To use:
|Put the progs.dat from homing.zip in a subdir off of your quake directory.
|A good name might be something like "homing" or "vhold"...
|then just type "quake -game homing" or whatever directory you put it in.
|If you want to see, I also included the weapons.qc that contains the code
|for the homing missile. It was relatively very easy, except for one thing,
|the behavior of the traceline function.. This messed me up for a couple
|few hours.
|Just so everybody else knows, to properly use traceline
|to determine if there are any barriers between two entities.. Do this
|traceline(entity.origin,entity2.origin,TRUE,self);
|then, it puts the result in the global variable trace_fraction..
|There is NO BREAK if trace_fraction is greater then or equal to 1
|Anything else, and there is a break. I originally attempted to use traceline
|like the "visable" function in ai.qc uses it, in a boolean context, but
|this is no good since 0.5 evaluates to true...
|Also.. this weapons.qc also contains my extra "impulse 20" command
|that lets you throw a backpack with a little ammo from every category,
|that should make an interesting addition to team games. I suggest
|bind b "impulse 20"
|to easily throw backpacks in play..
|I also made some other little changes.. I made crucified zombies killable,
|and made the players throw extra gibs when they are gibbed.. I also included
|the related .qc for those.
Frag ya later...
Lynx
Dumont