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- RACNAB v2.0
- *PLEASE READ THIS WHOLE FILE BEFORE USING!*
- -------------------------------------------
-
- RacNab -- meshed from FRAGGREN.QC and PIPEBOMB.QC by Canada's own:
- LEVI SILVER! Here's the stuff you need to know: (in addition, you must also
- know how to use Quake-C patches. If you don't, then download a patch that
- has instructions)
-
- --I, Levi Silver, did not write FRAGGREN or PIPEBOMB. Credit goes to
- AsmodeusB and Steve Bond (a.k.a. Wedge, check out Quake Command!
- http://www.nuc.net/quake/) I just took pieces of each and made RacNab,
- plus adding some of my own code to extend it's use.
-
- --Bind keys to these impulses to make this thing work:
- bind [key] "impulse 61" //Launches a RacNab.
- bind [key] "impulse 62" //Detonates all RacNabs shot with Impulse 61.
- bind [key] "impulse 63" //Disarms all RacNabs shot with Impulse 61.
- bind [key] "impulse 64" //Launches another RacNab.
- bind [key] "impulse 65" //Detonates all RacNabs shot with Impulse 64.
- bind [key] "impulse 66" //Disarms all RacNabs shot with Impulse 64.
-
- --What the hell is a RacNab? A RacNab is a _RA_dio _C_ontrol _NA_il _B_omb.
- It works like this: When you push the key bound to impulse 61, three
- rockets are taken out of your ammo and a thing that looks just like a grenade
- (called a first stage RacNab) is launched depsite what weapon you have
- selected. Then it just sits there. When you push the key bound to impulse 62,
- a small rocket pops up from the first stage RacNab. This is the second stage
- RacNab, and it detonates a short distance above the first stage, spewing
- twenty nails that do thirty-three damage each! Be warned, you must be within
- 1000 pixels to the first stage RacNab when you pop it. If you decide you don't
- want to make the first stage RacNab pop up, push the key bound to impulse 63
- to make it disapear. NOTE: This thing is really terrible in MultiPlayer, so
- don't use it during deathmatches! It causes packet overflows!
-
- --NEW! DO NOT FORGET TO READ THIS!
- One time during "testing," I found myself firing a couple RacNabs as a trap
- for a hell knight. I had to wait until he noticed me and came down the hall
- to fire them off. (That's fine, that's why I made the RacNab.) While waiting,
- I noticed an Orge lumbering around at the other end of the hall behind me.
- Soon, he would notice me as well. I started to set another RacNab, but
- remembered I had already one out. I wouldn't be able to time the detonation
- so that I killed both of them with one detonate switch. That sparked an idea
- (That's fine as well, that's why I test) to have multiple sets of RacNabs.
- So I coded the "second set." Now, you can fire a bunch of RacNabs down one
- hall and bunch down another and fire them off at different times! See the
- impulses above for how to make this work.
-
- --The files included with RACNAB20.ZIP are:
- RACNAB20.TXT == Contains info about RacNab and how to use it.
- PROGS.DAT == The compiled version of RacNab, pour votre commodité.
- RACNAB20.QC == The replacement for WEAPONS.QC -- It's not just frag grenade
- and pipe bomb compiled together, it's them *meshed*.
- FRAGGREN.QC == Wedge's original source code.
- PIPEBOMB.QC == AsmodeusB's orginal source code.
-
- --Changes since version 1.0:
- --Added "second set" code.
- --Added disarm function.
- --Simplified functionality: no more plain pipe bombs and FragGrenades.
- (if you want to try them, just compile FRAGGREN.QC and PIPEBOMB.QC)
- --Fixed minor bugs, too small to list
-
- --A note about the name: "RacNab" was originally just a code name. I never
- really came up with a better name, so I was stuck with this stupid one.
-
-
-
-
- *****Jolly fragging!*****
-