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A mini-mod


ASk

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Posted

i am doing now a mini-mod:

*rockets bounce and deflectable by sabers

*disruptor fires through walls - this is giving me pains :p

the rockets bounce around at least :)

Posted

i will answer both questions:

a) i dont think it's possible in single player, because it uses another dll, and we do not have it's source :(

b) a tutorial

file: g_weapon.c

Original, line 1674

//rww - We don't want rockets to be deflected, do we?

missile->clipmask = MASK_SHOT;// | CONTENTS_LIGHTSABER;

missile->splashDamage = ROCKET_SPLASH_DAMAGE;

missile->splashRadius = ROCKET_SPLASH_RADIUS;

 

// we don't want it to ever bounce

missile->bounceCount = 0;

 

changed to

 

//rww - We don't want rockets to be deflected, do we? Well, we do....25% chance :p

if(Q_irand(1, 4)==1) //defines 25% chance

{

missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}

else

{

missile->clipmask = MASK_SHOT;

}

missile->splashDamage = ROCKET_SPLASH_DAMAGE;

missile->splashRadius = ROCKET_SPLASH_RADIUS;

 

// we don't want it to ever bounce...yeah right :p

missile->s.eFlags |= EF_ROCKETBOUNCE; //custom flag for special processing

missile->bounceCount=5; //bounce count

 

file: g_missile.c

original, line168 - end of if...else code

added

if (ent->s.eFlags & EF_ROCKETBOUNCE)

{

VectorScale( ent->s.pos.trDelta, 0.8, ent->s.pos.trDelta );

ent->damage *= 1.2; //up damage, etc

ent->speed /= 1.2;

ent->splashDamage *=1.05;

 

// check for stop

if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 )

{

G_SetOrigin( ent, trace->endpos );

return;

}

if (ent->bounceCount==0)

{

G_ExplodeMissile(ent); //explode at the end

return;

}

}

 

file: g_cmds.c

original, line 2726

else if (Q_stricmp(cmd, "thedestroyer") == 0 && CheatsOk( ent ) && ent && ent->client && ent->client->ps.saberHolstered && ent->client->ps.weapon == WP_SABER)

removed CheatsOK(ent)

 

file: bg_pmove.c

original:

float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =

{

32,//normal jump (+stepheight+crouchdiff = 66)

96,//(+stepheight+crouchdiff = 130)

192,//(+stepheight+crouchdiff = 226)

384//(+stepheight+crouchdiff = 418)

};

 

float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =

{

JUMP_VELOCITY,//normal jump

420,

590,

840

};

 

edited the values:

float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =

{

69,//normal jump (+stepheight+crouchdiff = 66)

288,//(+stepheight+crouchdiff = 130)

576,//(+stepheight+crouchdiff = 226)

1152//(+stepheight+crouchdiff = 418)

};

 

float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =

{

JUMP_VELOCITY,//normal jump

840,

1180,

1680

};

 

Most edits here are very simple

My problem now, is that i can't find the handler of Disruptor hitting the wall

Posted

oh and i suggest that you redownload the mod, as it's been enchanced, as can be seen from the above code

Posted

another feature added, yay

 

the original disruptor shooting through walls feature was finally figured out!!!!!

 

now, it's alt-fire shoots through walls. You have to use seeing to see through the walls, though, as this would be a cheat if i added it directly to the sniper.

Enjoy

 

http://www.darklordofsith.net/missilemod.zip

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