Quake Style - Quake 3 Tutorials
Weapon Mods - Remote Detonation Pipe Bombs!
Turns the grenade launcher into a pipe bomb launcher!

Pipe bombs!

This tutorial modifies the original grenade launcher so the grenades explode on command.
First, open up g_missile.c and goto about line 296 to the fire_grenade function and modify
bolt->nextthink = level.time + 2500;

so it looks like this:
bolt->nextthink = level.time + 60000;

This will change the amount of time each grenade waits before exploding.

Next goto g_cmds.c and at the very top right after #include "g_local.h" add the following:
void G_ExplodeMissile( gentity_t *ent );

This declares the G_ExplodeMissile function in g_missile.c so we can use it here.

At around line 1027 before ClientCommand we are going to add the command that will detonate the grenades. Add this:
void Cmd_Detonate_f( gentity_t *ent)
	gentity_t *grenades = NULL;

	while ((grenades = G_Find (grenades, FOFS(classname), "grenade")) != NULL) //search for grenade entities
		if(grenades->r.ownerNum == ent->s.clientNum)  //make sure its our grenade
			grenades->think = G_ExplodeMissile;
			grenades->nextthink = level.time + 5;


This will search for grenades in the level and makes sure it belongs to the player who fired it, then finally detonates it. After (at around line 1112):
	else if (Q_stricmp (cmd, "setviewpos") == 0)
		Cmd_SetViewpos_f( ent );

add this:
	else if (Q_stricmp (cmd, "detonate") == 0)

This adds a console command that will call the Cmd_Detonate_f function we made when typed in the console. Compile and run. Make sure you type /detonate in the console, you now have a grenade launcher that fires pipe bombs.

-- Credits:
   Tutorial by Gerbil!
   Return to QS Tutorials

-- Important:
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