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