Vhold's Weapons & MORE v1.1 by Vhold 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 / | | | | (_) | | (_| | \_/ |_| |_|\___/|_|\__,_|