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- Nail Rockets:
-
- Here's one that piggybacks on the rocket launcher. It fires, then after
- the fuse is up, it explodes and releases a shotgun like shrapnel spray
- in the direction it was moving in.
-
- default Impulse: 72
-
- OK, this is gonna take explaining. At the risk of making combining of weapon
- patches possibly EXTREMELY troublesome, I screwed around a bit with the
- stuff in WEAPONS.QC and ITEMS.QC.
-
- SHRAPNEL.QC has the touch func used by the Bouncers and the FragRockets.
- fragrock.qc has the main fragrocket code
- ADD shrapnel.qc to your progs.src BEFORE you add fragrock.qc
- fragrock.qc needs to be before ITEMS.QC and WEAPONS.QC
-
- ex:
- progs.src:
- ..\progs.dat
-
- defs.qc
- ...
- shrapnel.qc
- fragrock.qc
- ...
- items.qc
- weapons.qc
- ...
- EOF
-
- For the internal changes, i added two entity fields, .weapons1 and .ef
- these are to get around the fact that Quake only had 23 useable bits
- in .items, and all but 2 were used. unfortunately, i wanted 3 or more
- new weapons. therefore the changes.
-
- .ef only has one recognized value right now: EXTRA_1. This tells
- W_Attack to use the alternate weapon. Boolean fields for them are in
- .weapons1.
- ergo:
- for the shotgun: .weapon=IT_SHOTGUN;ef=0;
- for the Cluster Bombs: .weapon=WP_CLUSTER;ef=EXTRA_1;
-
- if all bits of .weapons1 get used, just add .weapons2 and EXTRA_2=2.
- then add to the relavent portions of items.qc and weapons.qc.
- this allows ALL weapons to act the same to the user, hit the button to
- choose, hit fire to shoot; as well as allowing for unlimited weapons.
- right now, 3 bits are used in .weapons1:
- WP_CLUSTER = 1;
- WP_BOUNCER = 2;
- WP_FRAGROCK = 4;
- i ought to be using more soon.
-
- John Allensworth
- tarquin@texas.net
- ReaperMan on the QuakeServers
-