IKGUNS weapon patch version 1.1 for Quake. Contains two new weapons that don't replace any original weapons, and can be inserted into levels as entities. Also they have icons in status bar. This patch is very easy to use: it needs NO impulse commands!! Now you don't even need an editor capable of using external entities/models! Also, you can make levels that work BOTH with AND without the patch. I simply added new spawnflags to the original items to turn them into the new guns if needed. This is the same thing as the older ikguns v1.1, but I had forgot to include one of the QC files, player.qc. ** Authors ** Iikka "Fingers" Keranen - All QC code and modelling - Email: fingers@mail.planetquake.com - Home page: http://www.planetquake.com/ikq/ Ed Cope ("Scope") - Status bar icons, introduction level - Email: scope@execpc.com - Home page: http://www.execpc.com/~scope ** How to install ** 1. Type "pkunzip -d ikguns11.zip ikguns\" in your Quake directory. 2. Run Quake by typing "quake -game ikguns +map amcannon" Get more levels for this patch from my Quake levels page: http://www.planetquake.com/ikq/levels.htm ** Play information ** The weapon selection keys have been changed like this: 1: Axe 2: Shotgun or Super Shotgun. If you have both it selects the Super SG first, and you get the normal shotgun by pressing the key again. 3: Anti-Matter Cannon (descriptions below), press again to toggle rapid fire. 4: Nailgun or Super Nailgun. Works like the shotguns. 5: Plasma Gun 6: Grenade Launcher 7: Rocket Launcher 8: Thunderbolt ** Weapon descriptions ** * Plasma gun: (weapon_plasmagun) An old heavy weapon developed by UAC. It shoots bursts of blue plasma balls, capable of making severe damage. For some reason, it seems to be very lethal to zombies. Plasma balls dissolve immediately when they hit water, possibly electrifying nearby area, so be careful in places with water. (The electricity only affects entities in contact with water, though) * Anti-Matter Cannon: (weapon_antishambler) This gun was originally designed as an anti-tank weapon, but it has shown great capability of fighting evil monsters of Quake, called Shamblers. Its unofficial name is "Anti-Shambler Gun"... The weapon creates small particles of anti-matter from pure energy, and accelerates them through the barrel by electric field. Since these particles are charged, they spread very much in distance, making this weapon less usable against small targets on long range. You should only use the Anti-Matter Cannon against large enemies. Of course, the power of this weapon is, that anti-matter causes a chain reaction when it comes with contact of normal matter, making devastating damage. So, do NOT shoot into walls next to you! (And think twice before trying a "rocket jump") Also, this weapon doesn't "auto-aim" like other guns... You will need mouse look or up/down looking keys in many places. This new version of the anti-matter cannon has been added a rapid-fire switch. It shoots out single particles of anti-matter, and fires three times faster than usual. In theory, it is less effective than the "slow" mode, but it is better against small threats. ** Tech info ** When making levels, the entity names for the new guns are "weapon_plasmagun" and "weapon_antishambler". If your map editor can't use new entities, or if you want to make your level possible to play without the patch, just use any other gun and give it spawnflag 1 for antishambler or 2 for plasma gun. If this causes ammo problems, set spawnflag 2 to some ammo packs to make them cells. Making super nailgun with flag 2 and turning most/all nails to cells with flag 2 works rather well. Antishambler is a good replacement for rocket launcher. Of course, you can use both flagged and non-flagged items in the same level if you need both the super nailgun and the plasma gun... I've had to change every function related to the variables self.items and self.weapon. Basically I did new variables self.gunitems and self.guninuse to store information about all weapons. The .items and .weapon are used for controlling the status bar (function UpdateItems updates the status bar weapon icons). I had to do it this way to allow making more weapons. Also, I have written new obituary messages for the new weapons, and used the parm variables 10-11 to save the new variables. While there are not many comments in the QC files, I have tried to mark clearly all modified functions. If you have difficulty in combining this patch to others, feel free to contact me by email. I don't suggest adding this to a weapon combo patch, though. It would turn out to be very hard. Instead, I recommend making your new guns same way as these two, if you have any ability to make models and like... ** How to do your own guns ** (I expect you to be able to make guns in the ordinary way, so I don't explain the basics... If you aren't, learn QC first.) The easiest way to make your own guns in the same way as my stuff: 1. Open DEFS.QC and do the following: Make constant GUN_YOURGUNNAME with value of 2* Make constant IT_YOURGUNNAME with value of 4096 (means no icon) 2. Copy ASHA.QC to YOURGUN.QC and modify it to your liking: Make new names for functions and write your weapon attack code in... Change the item code to have another "netname". 3. Modify the WEAPONS.QC: Make it possible to select your gun. basically, there are functions that set up self.weapon and self.guninuse. Add your new constants there. Also change W_Attack to point to your attack function. (YOURGUN.QC) 4. Modify the ITEMS.QC: The WeaponTouch function needs to have some code for each gun. (Adding the constants to your .items and .gunitems). Additionally change the backpack functions... They are hard, but not too hard. You should be able to figure it out, otherwise you can't make cool guns anyway. ;) 5. Write a new obituary into CLIENT.QC. 6. Change the UpdateItems in the IKGUNS.QC 7. Do everything again until it works. ** Future Stuff ** - More guns? Well, if I do more guns I'll add them to future versions of this patch. That's why I made all this messing with .gunitems variables; to make it possible to do many new guns in a patch... ** Hints ** - When fighting zombies, use single shots from the plasma gun; it is often enough to gib one. But if you need to hurry, shoot twice or thrice to definitely kill a zombie. Shooting plasma burst into a zombie crowd is fun. - Don't like fish? Just electrocute them with your plasma gun... - In deathmatch, spreading plasma bullets around like crazy is often an easy way to kill your opponent. If he's already low in health, one hit can kill him. Just don't run out of ammo... - Never use anti-matter gun against anything smaller than fiend at distance. However, it's REALLY effective against a group of grunts... Also, always try to get as near as possible (without getting killed) when fighting a shambler with this gun. The explosions spread really wide. - Anti-matter cannon has recoil that can be used for gaining more horizontal speed when jumping (backwards... make a 180-degree flip with mouse). - "Rocket jumps" powered by the explosions are also possible, but they require perfect timing if you don't want to lose most of your health; but when you get the idea you can reach great heights.. - In deathmatch, use the anti-matter gun when there is a wall behind your opponent. While the explosions may not hit him, the radius blast will... Or try to get above him to get the same effect using the floor. Use some other gun when he is on open place at same level as you. ** Known Bugs ** None. What did you expect. :) (No, the lack of normal shotgun icon is not a bug. You just don't need it since you should already know you always have the normal shotgun..) ** Legal Stuff ** You may do everything with this patch, if: a) You give me and Scope the credits we need. b) You don't charge money from it The level was made by Scope. Ask him if you want to do something with it. CD-ROM distribution is NOT allowed right now. No, I don't really care if you manage to destroy your computer by using this patch. You know, you use everything on your own risk. Anyway, this patch technically can't damage anything.