Title : Charge Missiles Filename : charge.zip Version : 4.2b Date : March 3, 1998 (3/3/98) Author : Patrick Martin Email : cimartin@flash.net Type of Mod ----------- Quake C : Yes (Type: Weapons) Sound : No MDL : No Format of QuakeC ---------------- unified diff : No context diff : No .qc files : Yes progs.dat : No Construction ---------------- Base : New code added to some standard qc files. Build Time : Days. Editor(s) used : MS-DOS text editor and ProQCC v1.60. Hardware used : Pentium-100 with 16MB RAM and Quake v1.06. Known Bugs : None. Impulses : 119 -- Select charge missiles. 120 -- Quick shot. 121-123 -- Conversion. Description of the Modification ------------------------------- This gives the player a new weapon, or rather, a new ability. The player can shoot charge missiles. (I sometimes call them magic missiles.) The weapon is free -- you always possess this ability and it does not require any ammo. (It is powered by your inner strength.) To select it, you can either press '1' after you select the axe or type "IMPULSE 119" at the console. You automatically accumulate energy up to 100%. Such energy is stored as "ammo". When you select the charge missiles, the energy is displayed as a percentange points in the status bar. Each point (usually) represents two points of damage. It is possible to increase the percentange to a maximum of 200%. Your recharge rate is time based, and the speed of the recharge rate depends your current weapon. If your current weapon is the charge missile, you gain a point for every 0.6 second; hence, you will gain a full charge in one minute. If your current weapon is anything else, the normal recharge rate is slowed down by a factor of ten. To launch a charge missile, you must press AND hold the fire button for some period of time (however brief) before you release it. When you hold the fire button, your energy will deplete quickly as the missile powers up just as quickly. Thus, you can select the power of your missile easily. If you change weapons while you are powering up the missile, you will get all your depleted energy back. Releasing the fire button will launch your missile. The more energy in the missile, the faster and more damaging (and explosive) the missile becomes. (Also, see below at QUICK SHOT.) If you expend more than 100% of energy, then two missiles are shot. In this case, each missile gets 62.5% explosive power of the energy spent, and a direct hit will inflict 120% of the missiles' explosive power. In other words, two missiles are better than one. You start with no charge. You can save charged energy for later use. However, if your charge is greater than 100% when you exit a level, it is capped off at 100% at the start of the next level. A couple of power-ups will help you charge up: QUAD DAMAGE: In addition to its normal function, it lets you charge up energy four times more quickly while the powerup lasts. It will NOT multiply energy gained from any sort of conversion techniques. PENTAGRAM OF PROTECTION: This gives you the option of 'Supercharging' (see Impulse 121-123 below), which can easily boost your charge to the absolute max. Some impulse commands are added: IMPULSE 119 -- SELECT CHARGE MISSILES You immediately select charge missiles as your weapon. IMPULSE 120 -- QUICK SHOT This immediately puts all of your energy up to 100% in a charge missile and launches it. This bypasses the usual method of firing the missile. Quite useful. IMPULSE 121 -- CONVERT 10 LIFE -> ENERGY / SUPERCHARGE IMPULSE 122 -- CONVERT 20 LIFE -> ENERGY / SUPERCHARGE IMPULSE 123 -- CONVERT 100 LIFE -> ENERGY / SUPERCHARGE This lets you sacrifice health for a much faster buildup of energy. For each point of health, 1 percent of energy is charged. You can only convert life to energy if: * your current weapon is the charge missile, * you do not have a full charge, * you are not holding down the fire button, * you do not have a Pentagram of Protection, * AND your health is greater than 50. If you have a pentagram and it is not about to expire, you will draw power from the pentagram instead of your life force. One second of pentagram time drained yields 10 percentange points. After you do this, the pentagram will burn out in three seconds. Conversion techniques are the only way to boost your charge past 100 and up to 200. How to Install the Modification ------------------------------- A new progs.src is included. qc files included are: * charge.qc * client.qc * items.qc * pmmisc.qc * weapons.qc How to Use: * If you don't have a QuakeC compiler, get one now! QC106PAC.ZIP is a great QuakeC package. * Create a subdirectory called CHARGE inside the QUAKE directory. * Create a PROGS subdirectory inside inside the CHARGE directory. * Place all the qc and src files and the compiler in the PROGS subdirectory. Overwrite any original files with the new files in this zip. * Compile a new progs.dat. * Change to the QUAKE directory and type 'Quake -game charge'. Revision History ---------------- 3/1/98: version 4.2b * Removed world.qc. 9/14/97: version 4.2a * Updated some .qc files (code maintainence). 7/27/97: version 4.2 * Maximum damage is 600. * Flash effects removed. 6/29/97: version 4.1 * Maximum damage is 500 (two shots fired at 200%). * Updated some .qc files. 6/23/97: version 4.0 * Recharge rate is time based. * Energy meter displays a percentance (as in v2.0). * You automatically recharge up to 100%. * Two missiles may be fired at once. * Maximum damage is 600 (two shots fired at 250%). * A very powerful missile produces a blinding flash when it explodes. 5/3/97: version 3.0 * Toned down the missile even more. Only one missile is fired and it can inflict a maximum of 250 points of damage. * Holding down the fire button before releasing it selects the power of the missile. * Life conversion is done at the touch of a button, instead of toggling on or off a conversion mode. * Energy meter displays damage instead of a percentange. * Removed pentagram cheat. 4/20/97: version 2.0 * Charging is automatic -- you no longer hold down the fire button to buildup energy. * Energy is treated like ammo and it can be saved for later use. * Energy meter is replaced by an energy percentange meter. The meter is displayed as "ammo" in the status bar. * Greatly toned down the weapon. Charging is slower than before, and the maximum damage is 500. This is compensated by the new features. * Charge missiles do NO base damage. * Shamblers take full damage from direct hits. (They still take half damage from the explosions.) * You can shoot missiles without expending all energy. * Life to energy conversion is possible. * Using The Force gives you energy instead of firing charged missiles. * A charge missile that can inflict over 200 points of damage will gib its target if the target dies. 3/24/97: version 1.1 * A charge missile that is fully charged will ALWAYS gib its target if the target dies. (This lets the remaining projectiles strike monsters behind the target, if any.) * Base damage of the energy spike is reduced from 10 to 5. 3/22/97: version 1.0 * First release. Credits ------- * ID for creating Doom, Doom][, and Quake. * Rob Albin for QC106PAC.ZIP. * Lee Smith for PROQC160.ZIP. * Olivier Montanuy and Ferrara Francesco for the QuakeC manual. * Mom and Dad for plenty of good stuff. * God! Author Information ------------------ I am a 26 college graduate with one degree in mathematics and another degree in computer science. I currently live in Edmond, Oklahoma (which is in the United States). I am currently a member of The Coven. Webpage is at - http://www.planetquake.com/TheCoven/ I am also the author of the following Doom][ and Quake stuff: DOOM][ levels BLAKGATE DARKEDEN PM1523 Quake QC mods ARCHSHAM BOXFIX BREATH BUSTER CHARGE CHOKE CRANKED DKNIGHT DOOMSHOT DRAGONS GASBOMB LOB_AI NAPALM RESPAWN Quake2 DLL mods NAPALM2 Copyright and Distribution Permissions -------------------------------------- You MAY distribute this mod, provided you include this text unaltered. If you want to place this mod on any medium such as (but NOT limited to) a disk or CD for commerical distribution, please contact me first. Disclaimer ---------- The author of this mod is NOT responsible for any damage caused by the use of this mod! If your computer malfunctions, you are on your own. To put it another way, use this mod at your own risk. Availability ------------ ftp.cdrom.com