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- XTRAWEAPONS 1.9
-
- INSTALLATION:
- make a directory for the XtraWeapons patch and create a progs subdir
- unzip distribution files into progs, run qccdos
- unzip w/ -d
- or move *.qc and progs.src into progs
-
- OR:
-
- use the progs.dat supplied (drop in XtraWeapons dir
-
- FOR ALL GUNS: hit impulse to change to it, hit attack button to shoot
-
- Its real late right now, so there may be some leftovers from the camera
- patch and multiskin. I extract all the xtraweps code from TheZone Server
- code, and those are in it. It'll be up for d/l after this weekend i hope.
- If anyone wants to run it, tell me.
-
- Cluster Bombs
- fire a grenade, 1.5 secs later it explodes and tosses out 7 others.
- my first patch. Fun.
-
- default impulse: 70.
-
- Bouncing Betty's for QUAKE
-
- seen Blown Away? Yes? yo know what these are
- No?
- These work a little differently. You toss'em out and they go into wait mode.
- they just sit there innocently until some freak comes near'em, then they
- pop up and give the area a shrapnel spray at crotch level.
- To quote Dark Helmet: "Say goodbye to your two best friends, and I don't
- mean your pals in the Winnebago"
-
- default impulse: 71.
-
- 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
-
- Laser:
-
- This is a simple one that uses the shotgun model. It fires a laser that is
- identical to the enforcer's, except its a little faster.
-
- default Impulse: 73
-
-
- Homing Rockets
-
- I stole the HomeFindTarget code VHOLD made (who didn't?) and added a sonar
- ping. Nearby explosions will kill the rocket as well, giving a way to stop
- it, nails might work, i dont think bullets will. The sonar ping pings faster
- the closer the rocket gets. Used the bounce.wav. I may allow it to change
- targets in flight, just to make Chicken tournaments interesting, as well
- as allowing it to target its owner after a time limit (ever seen Hunt for
- Red October?)
-
- default Impulse: 74
-
- Lightning Rockets
-
- These crawl through the air, (1/4 the speed of a normal rocket) and zap
- nearby people. It makes a BIG damage explosion if it hits water, and if
- it zaps someone in water its a sure gib (400 dmg if target is in water)
-
- bug: right now it only zaps one entity at a time
-
- default Impulse: 75
-
- Phosphorus Grenades
-
- These pop after 2 seconds and leave a flame at the spot, it hurts to get
- close. The flame weakens in 10 seconds, and dies 10 seconds after that.
-
- default Impulse: 76
-
- Napalm Rockets and Grenades
-
- Rockets & Grenades, if i do this, it'll use a frag grenade type thing with
- nails that stick, and then if they are hurt by an explosion, they light up
- and roast whatever they're stuck to. Water will get rid of them.
-
- bug: they dont stick to monsters/players because they dont light up on them
-
- default Impulse: 77 ( grenades ), 78 (rockets)
-
- 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 as
- well as the min func used in SetCurrentAmmo();
-
- cluster.qc has the main Cluster Bomb code
- bouncer.qc has the main Bouncing Betty code
- fragrock.qc has the main fragrocket code
- ADD shrapnel.qc to your progs.src BEFORE you add fragrock.qc and bouncer.qc
- fragrock.qc, bouncer.qc, and cluster.qc need to be before ITEMS.QC and
- WEAPONS.QC
-
- ex:
- progs.src:
- ..\progs.dat
-
- defs.qc
- ...
- shrapnel.qc
- cluster.qc
- bouncer.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.
-
- History:
- 1.0: Clusters, Bouncers, FragRockets, and Laser
- 1.8: short lived, adds Napalm guns (not finished), Homers,
- LightningRockets, and Phosphor Grenades, as well as a couple changes
- to the others (made some more stuff constant)
- 1.9: Fixes bug in homer.qc (same .weapons1 bitfield as the fragrockets,
- disabled homers)
-
- John Allensworth
- tarquin@texas.net
- ReaperMan on the QuakeServers
-