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A mini-mod


ASk

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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

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