home *** CD-ROM | disk | FTP | other *** search
- SECURITY MOTION-DETECTORS
- Author: KTGOW
-
- Started 08/10/96
- Version 1 ready : 08/11/96
- Version 1 released: 08/12/96
-
- Description:
- Impulse 15 places a motion detector.
-
- Motion detectors are small objects placed by the player. They drop to
- the floor, then go into "Security Mode."
- While in a security mode, the motion detector will fire a stream of
- shots at any monsters or players that are a)moving, and b)within a
- 2000-unit radius. The motion detectors do a fairly good job of
- anticipating the movement of a target.
-
- Motion detectors can be destroyed. When they are destroyed, they
- explode like a grenade.
-
- If 2 or more motion detectors within a 750-unit radius of each other can
- see each other, each will destroy itself upon activation.
-
- Once the motion detector is attached to a surface, there is a 10-second
- delay for you to run away before it kills you;
-
- A motion detector requires 50 nails, 95 health, and 1 rocket to create.
- This is nonrefundable.
- You may be wondering why the requirements are so great. Play around
- with the detectors for a while. Then let me know if I'm asking too
- much.
-
- Motion detectors originally start with 50 shots. Once they are out
- of ammo, their rate of fire slows to 1 shot every 2 seconds.
- Impulse 16 reloads a Detector in 25-nail increments (taken from
- your own ammo supply). Detectors can store a maximum of 200 shots.
-
- Motion detectors kill people indiscriminantly. A motion detector will
- kill its owner. Nobody gets credit for a kill done by a motion detector.
-
- To use this patch:
- 1) Create a subdirectory off of your Quake directory. I use MOTION,
- for example.
- 2) Create the subdirectory PROGS off of the MOTION subdirectory.
- 3) Copy all the QuakeC source files (*.QC) from Quake into this
- directory.
- 4) Copy the modified QuakeC files from MOTION.ZIP into the PROGS
- directory (overwrite any files that already exist).
- 5) Copy PROGS.SRC from MOTION.ZIP into the PROGS directory.
- 6) Run the QuakeC compiler from the PROGS directory. The file
- PROGS.DAT should be created in the MOTION directory.
- 7) Start Quake with "quake -game motion".
-
- Impulses added:
- 15 -- Drop a Motion Detector.
- 16 -- Give nails to a Motion Detector.
-
- Files modified:
- PROGS.SRC -- Placed MOTION.QC right before WEAPONS.QC.
- DEFS.QC -- Added the necessary variables to the end of the file.
- 1 float used for detecting monster movement.
- WEAPONS.QC -- Precached a sound and a model. Added impulses 15 and 16.
- AI.QC -- Modified all the monster movement functions so that
- detectors could determine whether or not monsters were
- moving.
- CLIENT.QC -- Modified the Client Obituary to add Motion Detector deaths.
- MOTION.QC -- This contains all the new Motion Detector functions.
-
- Functions added:
- MOTION.QC: All of them.
-
- Functions modified:
- WEAPONS.QC: void() W_Precache;
- -- Precached a sound and a model.
- WEAPONS.QC: void() ImpulseCommands;
- -- Added the necessary impulses.
- CLIENT.QC : void(entity targ, entity attacker) ClientObituary;
- -- Added messages for Motion Detector kills.
- AI.QC : void(float dist) ai_forward; void(float dist) ai_back;
- void(float dist) ai_pain; void(float dist) ai_painforward;
- void(float dist) ai_walk; void() ai_stand; void() ai_turn;
- void() ai_run_melee; void() ai_run_missile;
- void() ai_run_slide; void(float dist) ai_run;
- -- Set or unset the new variable "moving_now" so that motion
- detectors could determine whether or not a monster is moving.
-
-
-
- MANY thanks go out to:
- id, of course.
- The people on the Quake-C mailing list. Thanks for all the mail! :J
-
-
-
- -KTGOW
- ktgow@cory.eecs.berkeley.edu
-