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 commodit‚. 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!*****