Homing Missles v.005 ~~~~~~~~~~~~~~~~~~~~ Authors: Lynx (briggsj@lurch.ball.com) Dumont (pjsmith@ix.netcom.com) Credits: based on Homing Missiles v.001 by Vhold http://netwizards.net/~vhold/ Bugs Fixed: Fixed bug in backpack throw that allowed creation of infinite rockets. Things Added: Added Impulse 26 that will detonate all of your rockets and grenades in play. Changed the rockets so they only turn so fast. Makes them more fun to watch , more realistic and easier to get away from. Notes from Vhold ================ |To use: |Put the progs.dat from homing.zip in a subdir off of your quake directory. |A good name might be something like "homing" or "vhold"... |then just type "quake -game homing" or whatever directory you put it in. |If you want to see, I also included the weapons.qc that contains the code |for the homing missile. It was relatively very easy, except for one thing, |the behavior of the traceline function.. This messed me up for a couple |few hours. |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... |Also.. this weapons.qc also contains my extra "impulse 20" command |that lets you throw a backpack with a little ammo from every category, |that should make an interesting addition to team games. I suggest |bind b "impulse 20" |to easily throw backpacks in play.. |I also made some other little changes.. I made crucified zombies killable, |and made the players throw extra gibs when they are gibbed.. I also included |the related .qc for those. Frag ya later... Lynx Dumont