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/idgames/quakec/weapons/blaste11.txt |
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==========================================================================================
Title : Blaster v1.1
Filename : blaster/src/weapons.qc
blaster/quake.rc
Author : Michael Dewberry aka peerless
Email Address : 72614.2725@compuserve.com
[yeah, I know, I'm a lamer.. but I'll be somewhere @mit.edu
after August.]
Description : Seems like those guys at Op Counterstrike HQ didn't requisition
all the weapons they had at their disposal for your mission.
The Enforcers that got "converted" have a pretty slick little
package in that laser rifle.. Well, a quick trip down to the
requisition desk with some pink slips and a nasty attitude should
fix that real quick.
This progs.dat modification replaces your handy single-barreled
shotgun with a slightly retooled version of the blasters that
the Enforcers pack. It's a three-shot semiauto with a relatively
fast reload time. Does nasty damage. It's not really flashy,
but it's very very handy. Primarily intended to make deathmatch
more interesting, but if you want to use it to whoop ass on single
player, more power to you.
The Quad Damage powerup not only quads the damage, it turns the
blaster into a death-dealing nine-shot hose cannon. And it still
only uses 3 units of ammo! What will they think of next?
Note: The blaster still uses shotgun shells. I could have had it
use cells to be more "realistic", but there aren't enough cellpacks
laying around to make that any fun. Oh well.
How to use : You have to compile this before it will work. Some
instructions can be found in readme.txt. The
progs.dat that you generate should be in
quake\blaster.
To play Quake with the blaster mod, type quake -game blaster.
*********************************************************
THIS WILL WORK WITH THE REGISTERED VERSION OF QUAKE ONLY.
*********************************************************
Do yourself a favor and send id the cash they deserve.
Additional Credits to : As always, homage, praise, and worship to the badasses at id
for knowing what makes a good game, putting the player first
(because they are players) and for being really really
slick programmers.
Coming Attractions : I'm also working on a gib management addon that lets you alter
the amounts of chunky giblets that spew everywhere, how long they
last, etc. etc. It's really done but I haven't figured out
how to (or if I even can) create new console variables to control
the settings. Right now you have to alter the source and rebuild.
And I've got a modification for the grenade laucher that makes it
act like the pipe bomb from Duke, but I'm having a little trouble
with it. Bear with me.
============================================================================================
* Play Information *
Level # : N/A
Single Player : Yes
Cooperative 2-4 Player : Sure!
Deathmatch 2-4 Player : Oh mais oui!
Difficulty Settings : N/A
New Sounds : No
New Graphics : No
New Music : No
New Weapons : Yes. Replaces shotgun.
Demos Replaced : I turned them off.
* Construction *
Base : Standard id QuakeC defaults. Some of the blaster code is called
from enforcer.qc, some I had to write myself.
Editor(s) used : Text editor and QCC
Known Bugs : Some may think that laser bolts coming out of a shotgun
is weird, but try to imagine that it's a smooth-barrel lasgun
with a shotgun style grip. :)
* Copyright / Permissions *
Whatever. Please include this file if you distribute it.
* Where to get this file *
For the next month, my home page:
http://ourworld.compuserve.com/homepages/Dewberry
after that, somewhere @mit.edu.
You also might try the big quake sites, i.e. cdrom.com and ftp.stomped.com.
==============================================================================================
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