================================================================ Title : The Turret Filename : I think I'll keep you in suspense. Author : Dylan Brooks Email Address : Draco9131@aol.com Description : While working on a level, I realized how annoying it was that the trap_spikeshooters and such can't aim. It occured to me that this could be fixed rather easily. Thus was born the turret. This is my first model, and it really isn't a very difficult one to make. I just used four of QuakeMe's cylinders, resized them appropriately, and voila, a turret. The QC is mine, and was really very simple. They shoot either lasers, spikes, or rockets (heh heh), and explode upon death. They are as strong as an ogre (100 hp, if you didn't know that). More to come later! ---Draco ================================================================ * Play Information * Single Player : Yes Cooperative : Uh, sure... Deathmatch : No..what good is a monster in DM? Difficulty Settings : No New Sounds : Yes (thanks Derrick!) New Graphics : No New Monsters : Yes New Demos : No New Models : Yes QuakeC Patches : Yes * Construction * Base : None Editor(s) used : Quake Army Knife 3.1, QuakeMe v. Something Known Bugs : The model needs a decent skin. Not my department. :-( Build Time : A while, squashing stupid bugs (see below) Comments : Hey programmers...did you know that QC doesn't check for valid function names inside the frame functions? You know, the ones you declare like this: void() turret_sit_there = [$only, turret_sit_there] {}; ^^^^^^^^^ This value not checked I didn't know that. I don't know if that's just Quark, or what. Pissed me off quite a bit. That's the stupid bug in Build Time