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- Vhold's Weapons & MORE v1.1
- by Vhold <vhold@netwizards.net>
- http://netwizards.net/~vhold/
- ^^^ Go here for my latest QuakeC stuff!
-
- Other Credits: Lynx (briggsj@lurch.ball.com)
- Dumont (pjsmith@ix.netcom.com)
- for their proxmity grenade and detonation code.
-
- Notes on Play
- impulse 20 -- Alternate firing.. Homing Rocket, Prox Grenade, or THOR
- impulse 21 -- Backpack Throw
- impulse 22 -- Detonate all homing/regular missiles and regular grenades
-
- Homing rocket is an alternate for normal rocket
- Prox grenade is an alternate for normal Grenade
- THOR is an alternate for lightning gun
-
- Homing rockets and prox grenades take 5 rockets each to use
- THOR is rather powerful and requires 20 rockets and 50 cells to use.
-
- Please do not email me asking how to compile it, use it, or any of that.
- Download QuakeC for yourself and figure it out.. Thanks.
- I do appreciate comments, suggestions, unwarrented praise.... however.
-
- Oh yea.. the players do extra gibs.. and crucified zombies appear in
- deathmatch and are chunk able..... Yea yea.. you don't have to include my
- player.qc or zombie.qc if you don't want to...
-
- === INSTRUCTIONS ON COMPILING ===
-
- I thought I wouldn't need to include this, but I've been getting so many
- messages on "What do I do with it?"... I guess I have to include it.
-
- First, you will need qcc. You can get it from
- ftp://ftp.idsoftware.com/idstuff/quake/q100-101.zip
-
- Create a directory named Vhold off of your quake directory..
- for example: C:\quake\vhold
-
- Make another directory named something like "source" or "v101qc" off of the
- vhold directory
- For example: C:\quake\vhold\source
-
- Then copy the ORIGINAL source files from id's v101qc directory that comes with
- the qcc package into C:\quake\vhold\source
-
- Then copy MY .qc files into C:\quake\vhold\source
-
- Then run qcc (or qccdos, depending) in the C:\quake\vhold\source directory
- This should produce C:\quake\vhold\progs.dat
-
- Then go into C:\quake like you usually do and do "quake -game vhold" or
- "q95 -game vhold" to use it.
-
- === QUAKE-C PROGRAMMING NOTES ===
-
- The only really annoying part was making the missile aquire a target, that
- was not behind walls... this was difficult because of a misunderstanding
- of the traceline function ..... (that I just eventually figured out)
-
- 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...
-
- I've also included a .diff patch, if you know what those are, you'll probably
- know how to use them, so and so, such and such.. We really need to use
- some kind of patch system for distributing these things...
-
- Have fun!
- __ ___ _ _
- \ \ / / |__ ___ | | __| | vhold@netwizards.net
- \ \ / /| '_ \ / _ \| |/ _` | http://netwizards.net/~vhold/
- \ V / | | | | (_) | | (_| |
- \_/ |_| |_|\___/|_|\__,_|
-