Missile and Cell Patch 1.2 by Bruce Merry --------------------------- About the patch --------------- This patch has several features. 1. Homing Missile / Proximity bomb This gives the rocket launcher the ability to fire an extra type of missile. This missile has four modes: - Proximity bomb: The missile just stays in one place. When it detects anything worth killing (excludes Shub, Chton, players on same team, God-Mode players, it becomes a targeted homing missile aimed at the thing. Detection occurs when the object is in the line of sight. - Targeted homing missile: The missile travels at the usual velocity. It will continually adjust its direction to aim at the target. Note that the missile won't blow up if the owner is in a 150 unit radius to prevent radius damage, but will continue to follow the target until the owner is out of range. If the missile reaches its target and the player is out of range, it will blow up in the usual way. If the target moves out of sight, it will become an untargeted homing missile. - Untargeted homing missile: Travels exactly like a normal rocket, but like the proximity bomb, will become a targeted homing missile if there is anything juicy in line of sight. The missile will not blow up if it hits a wall, but will stop just before it and turn into a proximity bomb (actually, it touches the wall and instantly moves backwards, if you're watching very closely). - Returning missile When a player issues Impulse 27, any of his proximity bombs in line of sight of the player will aim at him in the same way the targeted missile aims at nasties. When it touches the player, it is returned to his inventory. Note that these super-missiles take 5 rockets to launcher and give 5 back, so use sparingly. 2. Guided missiles This is something similar to the guided missile patch by Ken Alverson, with some modification. If you've used that one, you'll probably feel right at home with this. Thanks for the source, Ken. When you fire a guided missile, you see from just behind the missile, and you control it with the look up/down/left/right keys or mouse or whatever. If you crash the missile into your body, it will be returned to your ammo supply. The code for this is mildly buggy, and some weird things might happen if the body is affected while the missile is in flight. In particular, monsters sometimes chase after the missile instead of the body.Please tell me if you find any bugs. Guided missiles use 5 rockets. When you fire a guided missile, the command "guided_on" is sent to your console and "guided_off" is sent when you finish with guided mode. By default, guided_on is aliased to "cl_bob 0" and guided_off is bound to "cl_bob 0.02" to prevent bobbing when using the guided missile. You can change this to whatever you like though (I turn off the crosshair when using the missile, because it is pretty obvious where the missile is going :-). 3. Teleporting projectiles All projectile weapons (nails, rockets and grenades) can go through teleporters. This doesn't always work perfectly, in particular rockets will sometimes hit a teleporter and blow up. 4. Electromagnetic pulse (was explosives diffusion) You may at any one time cause every `intelligent' missile in the level to explode. This requires 20 cells. Note that this differs from previous versions which blew up everything and required the lightning gun 5. Crucified zombies (zombies stuck to walls) will appear in deathmatch. 6. Rocket launcher / Grenade launcher removal If the level is started with skill == 3 (nightmare mode), then no rocket launchers or grenade launchers will appear. 7. Weapon saving Whenever you change weapons, the previous weapon will be saved if you want to restore it later. The most obvious use for this is: change to shotgun, fire one shot, change back again. This is useful for shooting buttons and secret doors. It doesn't work correctly between rocket launcher modes, but changing from or two the RL in any mode should work fine. 8. Holograms This is, I'm told, like the hologram in Duke 3D, although I've never played Duke myself. You can create a hologram of yourself, and while it is active it drains 1 cell a second. It lasts as long as you have cells or until you turn it off. You can have more than one hologram active at one time, in which case they each drain 1 cell per second. Note that monsters won't attack holograms, this is intended to be a deathmatch patch. 9. Console command "kill" only subtracts one frag This has actually been in right from the start, it's just that I forgot to mention it. I thought it was a bit harsh to take 2 frags for a suicide. It's kind of harsh getting into an exit area which you can't return from and which you don't really want to exit from, and having no means of killing yourself. 10. Physics mods There are currently two physics modifications: The air supply in the biosuit switches off whenever you are out of water, and if you fall into lava then all your rockets will blow up. As if falling in the lava wasn't bad enough already. Still, it might be handy if you've got a POP and there's someone just outside the lava. Sort of like firing the thunderbolt underwater. 11. Pogo stick If you hold down jump, you will jump whenever you hit the ground. If you are running forward at the same time, you can bounce along. This has no real use, since you don't go any faster or higher than normal, but it looks fun. 12. Backpacks contain all the weapons dropped. Normally, when a player dies, only the weapon in use is left in the backpack (seems strange - That's the one that you've taken out of your backpack!). I've changed this so that all your weapons go into your backpack. 13. Super rocket jumping When you get hit by anything, usually a rocket blast, in Quake, you get pushed. This is why rocket jumping works. This patch quadruples the velocity change you receive, which means that you can now rocket jump to places you used to need Quad help to get to! 14. Customisation The server may customise the options. There are 6 custom "registers": 1 : options register This is a bitmask register. A 1 in the nth bit means that option n is disabled, 0 makes it enabled. 6 5 4 3 2 1 0 ³ ³ ³ ³ ³ ³ ÀÄ Teleporting of projectiles ³ ³ ³ ³ ³ ÀÄÄÄ Launch super-missiles in homing missile mode ³ ³ ³ ³ ÀÄÄÄÄÄ Launch super-missiles in proximity bomb mode ³ ³ ³ ÀÄÄÄÄÄÄÄ Guided missiles ³ ³ ÀÄÄÄÄÄÄÄÄÄ EMP ³ ÀÄÄÄÄÄÄÄÄÄÄÄ Holograms ÀÄÄÄÄÄÄÄÄÄÄÄÄÄ Super rocket jump For example, a value of 19 means that EMP, homing missiles and teleporting are disabled 2 : Number of rockets to use for a super-missile 3 : Number of rockets to use for a guided missile 4 : Number of cells to use for a explosives diffusion 5 : Number of cells/second to use for holograms. 6 : Physics restrictions This is another bitmask disabling register (see register 1). 1 0 ³ ÀÄ Disable extended biosuit ÀÄÄÄ Disable rockets exploding in lava Only the server may make these customisations. To select a register, type temp1 -n at the console, where n is the register number. To modify it, type temp1 n where n is the new value for the register. If you are playing single player, you will have to put the console up and bring it down in between, since the value of temp1 is only checked while the game is running, so if they were typed in succession the register change would be lost. Customisation is not permanent, but should survive level changes. If there is no-one connected during the level change (maybe if changelevel is typed at the server's console), they will be reset. Type temp1 -255 to prevent the registers from being modified until they are reset (prevents cheating on listen server). If clients wish to see what the custom options are, they must use impulse 18. Installation ------------ Make a subdirectory of your Quake directory (parallel to ID1) with some name e.g. STUFF. Copy the PROGS.DAT and AUTOEXEC.CFG files included in this archive to this directory. Make a subdirectory of STUFF called PROGS, and copy V_ROCK3.MDL, V_ROCK4.MDL and V_ROCK5.MDL to the PROGS subdirectory. These are the weapon view models for the extended rocket launcher modes. Your directory structure should like this: Quake ÀÄ STUFF ÃÄ PROGS.DAT ÃÄ AUTOEXEC.CFG ÀÄ PROGS ÃÄ V_ROCK3.MDL ÃÄ V_ROCK4.MDL ÀÄ V_ROCK5.MDL If you are only doing the client installation, you won't need PROGS.DAT. If you are running it server only, you won't need AUTOEXEC.CFG and you might be able to get away without V_ROCKx.MDL, although I haven't tried. When you run the game, add the command-line option -game STUFF. e.g. QUAKE -game STUFF Keys ---- By default the keys are: V : select homing missile B : select proximity bomb G : select guided missile N : push for collect mode, release to turn off collect mode F : proximity bomb recall 9 : Explosives diffusion X : change to shotgun, fire shots while held down, change back to previous weapon. H : Create a hologram J : Deactivate all holograms ? : See the server customisations For the more advanced Quake player ---------------------------------- You will probably want to remove the supplied AUTOEXEC.CFG and copy the one you normally use, and copy your CONFIG.CFG file as well. The commands you need to alias are as follows: Impulse 15 : Restore previous weapon Impulse 16 : Create a hologram Impulse 17 : Delete all holograms Impulse 18 : See the server customisations Impulse 20 : Use standard missiles (default) Impulse 21 : Use super-missiles in untargeted missile mode Impulse 22 : Use super-missiles in proximity bomb mode Impulse 23 : Use guided missiles Impulse 27 : Recall all proximity bombs in line of sight Impulse 29 : Turn collect mode on Impulse 28 : Turn collect mode off (default) Impulse 30 : EMP Note: Impulse 7 will take out the RL, in whatever mode it was used in last. I rebind my 7 key to impulse 20. In collect mode, you can collect your proximity bombs by walking over them. I don't use this much, since it is far easily to use the recall function. Known bugs ---------- - Some of the console cheats don't work properly when used in conjunction with the guided missile. I tried to fix this, but it was not working and I've decided that anybody who needs cheats in single player when they have this patch is in need of help. The ones that I've noticed screwing up are fly and noclip. God and the impulse commands should still work. - There are several bugs that don't seem to occur any more, but since I never actually fixed them it is possible that they are still around. If you have any bugs or suggestions, please email me about them at bmerry@cssa.org.za Patch information ----------------- Author: Bruce Merry (bmerry@cssa.org.za) Version: 1.2 Completed: 9/7/97 (7/9/97 for Americans) Files modified: AI.QC (monster code) COMBAT.QC (super rocket jump) CLIENT.QC (lots of stuff) DEFS.QC ITEMS.QC (removal of RL/GL; clone can collect objects; new biosuit) MONSTERS.QC (more monster code) PLAYER.QC TRIGGERS.QC (teleporting stuff) WEAPONS.QC (added new impulses;rocket launcher firing;weapon saving) WORLD.QC (customisations) OGRE.QC (make ogre's grenades killable - useless since 1.2) ZOMBIE.QC (crucified zombies in DM) PROGS.SRC (to include new files) Files added: BCM_GUID.QC (guided missiles) BCM_HOME.QC (homing missiles) BCM_LG.QC (EMPd and hologram) BCM_SUBS.QC (other stuff) BCM_PHYS.QC (Lava explosion physics mod) V_ROCK3.MDL V_ROCK4.MDL V_ROCK5.MDL Version history --------------- - 1.16 to 1.2 - Added the super rocket jump - Added the guided_on and guided_off commands - Renamed explosions diffusion to EMP and changed the rules for it - Fixed a view model bug that occurred if you used up all your rockets with one of the extended rockets, and caused your weapon to change but not the view model - Updated some of the documentation - Fixed potential EMP bug that would screw up cell subtraction - 1.15 to 1.16 - Hologram now appears in player's colours - rockets blow up at full power in lava. You're either going to die anyway or you have the Pentagram, so why not get some use out of it? - 1.1 to 1.15 - pogo-sticking - fixed possible models bug (I think that guided missiles might have had a player model trailing along behind them!) - fixed 1.1 bug that caused rocket detonation if a guided missile crashed while under lava. - new obituary messages. - 1.01 to 1.1 - added the idea of physics mods, and in particular the first two mods (biosuit and rockets in lava) - fixed bug that prevented the view model changing when there weren't enough rockets left for another guided missile - 1.0 to 1.01 - fixed bug that caused player using guided missile to drown even if only up to the waist in water - fixed 1.0 bug that allowed returning missile to continually overshoot player - allows modification of rate of cell loss for holograms - changed format of client customisation viewing - 0.92 to 1.0 - added hologram function - added option for clients to see customisations - returning missiles now aim at the viewpoint(head) of the target - homing missiles will follow players with pentagram, but won't blow up until protection has worn off - some other bug fixes related to using homing missiles and guided missiles at the same time - player now dies properly if he is controlling a missile when killed - ogre's grenades now also vunerable to electo-discharge - electo-discharge no longer has to wait for recoil - fixed bug that electro-discharge blew up explosions - electodischarge no longer takes cells if nothing to blow up - decided to skip all the other 0.9x numbers and go straight to 1.0 - 0.91 to 0.92 - Fixed monster code so that monsters no longer run after missiles - godmode and notarget cheats should now work properly with the guided missiles - added the electro-discharge (EMP) - 0.9 to 0.91 - some modification to the guided missile code that prevents it from creating as much network traffic. - fixed bug that caused proximity bomb to attack owner's body while owner was using the guided missile - body can now collect items and activate trigger fields even while a guided missile is active