by Daya » Thu Jun 13, 2013 5:05 pm
EDIT: I just realized I put this thread on the wrong section. Can someone move it to where it belong?
Hello everyone,
I felt in love with Quake last year, it has become my favourite FPS, And I'd like to mod it.
Now, please remember that I'm kind of a noob at programming, so except a lot of questions from me. Still, I visited the tutorial page in the site to get me a bit started on a general scale.
I plan for my mod to use darkplaces, but still using quake-styled textures and models.
For now, here's what I already accomplished on the programming side:
- replaced the standart shotgun into a sub-machine gun
- modified the super-shotgun a little bit
- multiple sounds for each type of armors and ammos
Now here comes the questions about the weapons:
1) I'd like for the close range weapon to be more effective, so here's my idea to change it: on top of the close range damage, I'd like it to shoot an instantaneous laser (like a railgun), but with limited range: the more you hold the fire button, the longer the laser will be, the maximum being mid-range. It will not go through enemies. How can I accomplish such a thing?
2) The nailgun in the mod uses the Super nailgun as a base (replacing the vanilla standart nailgun spot), and I'd like to change it so it behaves like the one in Quake 4's multiplayer (2 nails per shot with a spread and reduced firerate). I wrote "launch_spike (2, dir, '0.0225 0.0225 16');" instead of "launch_spike (self.origin + '0.4 0.4 16', dir);" (the original), but I got a compiling error instead. How can I do this?
3) This one is kinda simple: I'd like to integrate Team Fortress' Assault Canon in the game as a minigun weapon(with some tweaks of course, this thing is overpowered) (replacing the vanilla super nailgun spot). I have the files of the mod, but how can I access its code? Or, how can I replicate its function?
4) I'd like to replace the lightning gun to a type of weapon, with a beam that goes crazy (see the alt fire mode of UT2004's link gun)(maybe as a texture?) and with no length limitations aside for walls and enemies, and with the same sound properties as the one in Half life (a windup sound and loop sound during the hold fire sequence and a down sound while the player stops firing.). Any ideas on how to do this?
That's all for now. I might bump this thread from time to time through the progression of the mod in the programming department.