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