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