-> MF's Grenade Kit v0.9 <- October 1996 (mf119@rapidnet.com) (mf256@hotmail.com) This mod offers a few new grenade types and a few new features to the game. This mod is just something I whipped out one day while bored, it's not too well balanced. For example, the pingpong grenades have TOO MUCH influence, you can take over an entire level in deathmatch with them! I may get around to that later..;) Consussion Grenade.........Standard grenade, but you can now throw without a rocket launcher, just need grenades. Fragment Grenade...........Like a standard Concussion grenade but fires a spread of nails. Requires nails to use. Cluster Grenade............Devasting grenade that bursts into many more grenades that explode. Also fires a spread of shrapnel. Requires many grenades and nails. Democharge.................Can places as many of these as you want on floors, walls, ceilings. When activated, all within range explode. NOTE: There is only one activation impulse. It defaults to triggering the democharge on any grenade setting except pingpong grenades. When on pingpong grenades, ONLY PINGPONG GRENADES ARE TRIGGERED. PingPong Grenades..........These can be placed anywhere. When activated they fire in reverse direction, hjence a ping-pong type effect. They DO NOT hurt the owener, only opponenets. VERY lethal if placed in large quantities, allowing one to 'own' the level...! Requires a grenade and some cells. Extended mode..............Now that you can throw grenades the same distance as the old grenade launcher (Which was well within throwing distance anyways.) you can select Extended Mode, which takes advantage of the grenade launchers real abilities! This will shoot the grenade at a higher velocity, hence a LOT farther. It also works kind of like a rcoket launcher at close range, since there isn't any arc. INSTALLATION: Simple, copy the progs.dat file into whatever quake directory you want and run it. Example: C:\QUAKE\> md grenade C:\QUAKE\> quake -game grenade That's it... If you want to add this to existing mods, the source files are included. The only file you need is grenade.qc; the weapons.qc and progs.src are just examples of the modifications that need to be made to them, which is discussed below. This is for adding this mod to your existing ones: To install you must modify/add seven lines to your weapons.qc... Add the following lines to the beginning: void() GrenadeImpulse; void() GrenadeThrow; Add this line to the top of your ImpulseCommands: GrenadeImpulse(); Finally, your W_Attack should have these changes: else if (self.weapon == IT_GRENADE_LAUNCHER) { // player_rocket1(); REMARK THIS LINE OUT GrenadeThrow(); // ADD THIS LINE // W_FireGrenade(); REMARK OUT THESE TWO LINES // self.attack_finished = time + 0.6; } That's it. Hopefully this won't be too much work (I really did try to make this as easy as possible!) If not, just run the progs.dat file instead :) Also, if you're using your own progs.src (Which you probably will if you're adding this to existing mods) add grenade.qc anywhere below weapons.qc There are redundancies in this code in order to AVOID modifying the weapons.qc Personally I am quite sick of cutting and pasting other sources into the base .qc files, why do the same to others? Impulse list: IMPULSE 50 Forward grenade select IMPULSE 51 Backward grenade select IMPULSE 52 Throw grenade (Useful if you want another weapons readied.) IMPULSE 53 Detonate/Trigger (For demo charges and ping pong grenades.) IMPULSE 54 Normal/Extended grenade launcher mode (extended fires 2x range.) Have fun.......