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quake/articles/1996/art-325



Path: mantis!not-for-mail


From: cam@opera.iinet.net.au (Cameron Newham)


Newsgroups: rec.games.computer.quake.announce


Subject: New Quake C Mod - Unrealiable Weapons


Date: 12 Aug 1996 10:37:59 +0100


Organization: iiNet Technologies


Lines: 123


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <4uks0h$q82@opera.iinet.net.au>




From the description file:




Title : Unreliable Weapons


Filename : unrel.zip


Version : 1.00


Date : 96/08/11


Author : Cameron Newham (W_Australia)


Email : cam@iinet.com.au


Credits : -




Type of Mod


-----------


Quake C : yes


Sound : no


MDL : no



Source Included : no (next version will)




Description of the Modification


-------------------------------



This patch makes the weapons unreliable. In real life, weapons


are pretty reliable but have been known to jam and sometimes the


weapons can explode. This mod attempts to simulate this. The more


you use a weapon (except the nail guns and the lightning gun)


the more likely it will cease to operate, you will cease to


operate, or both.



If overused, the shotgun and super-shotgun will jam for a small amount of


time, while the grenade and rocket launcher will most likely explode


and kill you. By overuse, I mean if you keep your finger on


the firing key for a long time - the weapon gets hot and the


mechanism will fail.



This mod will be especially useful against campers who hide


up on the top level of the Castle and lob a continuous stream


of grenades into the room below. With this mod, they won't.



For the careful gibster, it should be business as usual.




How to Install the Modification


-------------------------------



Create a directory in your Quake directory (eg:mygame) and unzip


the archive in it. Run quake with the -game parameter, eg:



quake -game mygame




Technical Details


-----------------



The unreliability factor is determined by how long the weapon


is fired plus a random factor. The time between firings is


averaged a number of times and if it drops below a certain limit


(different for each weapon), the weapon will jam/explode depending


on a probability (different for each weapon). Obviously, if


you've been firing continuously and haven't had a jam, it will


pay to stop for half a second or so, so the average time goes


up.



In the case of the shotgun/super-ss, the weapon will jam for


a fixed amount of time (2 seconds for the sg and 4 seconds for the ssg).


If you try to fire them during this time they will continue to jam.



In the case of the rocket and grenade launcher, you will cease to


function and an appropriate message will be relayed to everyone.



*Average* continuous firing before weapon malfunction is as follows:



shotgun: 15 shots


s-shotgun: 12 "


g-launcher: 10 "


r-launcher: 6 "



This version is updated from my unreleased version 0.5, which


was my first attempt at Quake C. v0.5 just used a random number


to simulate the unreliability factor.



The next version will have a click sound for the jammed sg and ssg


and will improve on the timings. Please send me reports on


how this mod works in a deathmatch (weapons too unreliable or


not unreliable enough). I might also include the lightning


and nail guns.



I'll release the code next time (after I've honed it a bit).




Author Information


------------------



My first release of a Quake C mod.




Copyright and Distribution Permissions


--------------------------------------



Authors MAY use these modifications as a basis for other


publically available work.




You may distribute this Quake modification in any electronic


format as long as this description file remains intact and unmodified


and is retained along with all of the files in the archive.




Availability


------------



This modification is available from the following places:



I haven't uploaded yet - but probably ftp.stomped.com.



also for a short time:



http://www.iinet.com.au/~cam/quakec.html