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- ╔═══════════════════╗
- ║ Title : CUJO ║
- ╚═══════════════════╝
-
- Filename : CUJO12.ZIP
- Version : 1.2
-
- Date : 10/20/96
-
- Author(s): Jonathan E. Wright
-
- Email : nelno@interpath.com
-
- Credits : Micheal Polucha (TM Bot),
- Tim Polucha (TM Bot), and
- Nathaniel Gorham (DM Bot)
-
- ID Software for designign Quake with Quake C!
-
-
- ╔═══════════════╗
- ║ Type of Mod ║
- ╚═══════════════╝
-
- Quake C : yes
- Sound : no
- MDL : yes
-
-
- ╔═════════════════════╗
- ║ Format of Quake C ║
- ╚═════════════════════╝
-
- unified diff : no
- context diff : no
- .qc files : yes
- progs.dat : yes
-
- See the included file PROGS.SRC for a list of which files have been
- modified and which were added.
-
-
- ╔═══════════════════════════════════╗
- ║ Description of the Modification ║
- ╚═══════════════════════════════════╝
-
- This mod creates a personal attack dog which will follow the
- player and attack his enemies, even drawing fire in the process.
-
- The dog will not attack zombies, since it cannot gib them.
-
- This bot is based on original dog code and some code from
- DM Bot 1.0. The dog does not have any manual control functions
- like those bots do. He's all auto or he's dead.
-
-
- ╔═══════════════════════════╗
- ║ How to use Modification ║
- ╚═══════════════════════════╝
-
- Impulse 100 Activates and Deactivates the dog
-
- Impulse 102 Tell Cujo to stay or follow. When staying, Cujo will stand
- where he is until he sights an enemy or he is told to follow.
- If Cujo sights an enemy, he will automatically leave stay mode
- and return to the player after killing all targets (if he can).
- Thanks to NAME HERE for suggesting this!
-
- Impulse 103 This toggles your screen between the player and Cujo's points
- of view. It's not working correctly yet!
-
- Impulse 104 Teleport the dog to your location.
-
- Impulse 105 Turns on Cujo's collar lamp. Great for dark places.
-
- Impulse 106 Reports on Cujo's status. If Cujo is not visible to the player
- then his status cannot be determined.
-
- Impulse 107 Toggles Cujo between attack and non-attack modes.
-
- Bind these impulses to keys to make commanding Cujo easy. For example, to
- make the Q key activate and deactivate Cujo put this line in your
- config.cfg file (or type it in the Quake console):
-
- BIND Q "IMPULSE 100"
-
- Now, every time you press Q Cujo will be toggled between his active and
- inactive state. You can bind the other two impulses in a similar manner.
-
-
- ╔═══════════════════════════════════╗
- ║ How to Install the Modification ║
- ╚═══════════════════════════════════╝
-
-
- Unzip CUJO12.ZIP into a temporary directory and run INSTALL.BAT
- with the full path of your Quake directory. For example, if Quake
- is located in C:\GAMES\QUAKE then you would type:
-
- INSTALL C:\GAMES\QUAKE
-
- This will install the necessary files in a directory called CUJO
- which is inside of your Quake directory, and also create a batch
- file in the Quake directory called CUJO12.BAT which will run the
- modified version of Quake.
-
- If you are interested in seeing how this was done, you can manually
- unzip the file SOURCE.ZIP which was contained inside CUJO12.ZIP
- and look at the modified source. If you would like to make your
- own Quake C mods, get QCC.ZIP and read the instructions contained
- within it. Also, find one of the many web pages with info about
- Quake modifications to learn more.
-
-
- ╔═════════════════════╗
- ║ Technical Details ║
- ╚═════════════════════╝
-
- Features:
-
- ■ Cujo can draw enemy fire, lessening the amount of damage the player takes.
-
- ■ Seeks out monsters or other players and attacks them.
-
- ■ Will continue to attack as long as an enemy target is visible.
-
- ■ Will not attack teammates under Teamplay rules.
-
- ■ Cujo can follow the player through portals.
-
- ■ Cujo will not activate trigger fields (such as light triggers and traps)
-
- ■ Cujo is trained *not* to attack zombies, allowing you to toss a grenade
- in there without blowing up your dog in the process. (But he will
- sometimes lick their gibs when your done - hey, dogs will be dogs!)
-
- ■ Cujo is a special, genetically enhanced breed of Rottweiler with 8 times
- the endurance of other dogs his size. He can cause up to twice as much
- damage per attack as his piddly cousins, too. And to top it all off,
- Cujo is wearing a special suit of armor designed specifically with him
- in mind. Cujo is one *bad* dog.
-
- ■ Cujo cannot be injured by your shotgun blasts, axe, or thunderbolts, but
- you can hurt him with nailguns and rockets, so keep this in mind when
- firing at an enemy your faithful companion is already tearing to pieces.
-
- ■ Cujo is equipped with a special device based on slipgate technology.
- Should he become separated from you, you can teleport him to your own
- location instantly. Cujo is even smart enough to activate this device
- on his own when the distance becomes very great.
-
- ■ Cujo does not need to be fed. He takes care of this himself.
-
- ■ Cujo just loves to tackle big Shamblers while you put the nails to 'em!
-
- ■ This is not Sea Quest, so no amount of technology will allow you to talk
- to an animal. He jsut growls and barks like animals do.
-
-
- Bugs:
-
- ■ Cujo does not jump or walk past edges unless he is attacking, at which
- point he can fall into water and become lost.
-
- ■ Cujo will sometimes become preoccupied with a gib that he cannot reach,
- even though he can see it. To fix this right now, tell Cujo not to
- attack. This is basically an AI problem related to the fact that Cujo
- has trouble with jumping from ledges.
-
- ■ Cujo sometimes gets lost. Okay. Maybe it happens pretty often.
-
- ■ Please email about any other bugs!
-
-
- ╔═══════════════════════╗
- ║ Future Enhancements ║
- ╚═══════════════════════╝
-
- ■ He still needs ai enhancments, but I haven't even begun to work on this
- yet. I had enough freaking trouble getting him to pick up the gibs. It
- seems that Quake doesn't *always* register a touch between two objects
- when it should, so I had to hack it, but from the players point of view
- there's no difference. Anyway, figuring out a way to counteract this
- apparent quirk took up most of the time for this version.
-
- ■ Hopefully I can do some model work next time around and give Cujo a few
- more movements, like sitting and bending down to eat gibs. This will
- probably be more annoying than I'm willing to put up with though...
-
- ■ I'd like to give Cujo his own powerup, but this would require either
- replacing another powerup completely and not guaranteeing Cujo can be
- used on every level, or creating new maps for Cujo deathmatches. For now
- you'll just have to get Cujo by picking up the yellow armor.
-
-
- ╔════════════════════╗
- ║ Revision History ║
- ╚════════════════════╝
-
- Changes in version 1.2
-
- ■ Cujo will eat gibs and heads for health. Eating either will heal him 15
- points. If there are no enemies around and Cujo's health is 90% or less
- he will eat any gibs he sees. If Cujo's health is 25% or less he will
- go after any visible gibs even if enemies are visible to him. Cujo will
- not go after gibs if he has been told not to attack. Thanks to Gary
- Mcmillin" <psyhe@hitech.net.au> for this idea!
-
- ■ New rules for Cujo in a deathmatch:
- 1) You must pick up a yellow armor to get Cujo. You will still get the
- yellow armor, but Cujo will be made available to you for ONE USE. If
- you don't need the armor because yours is better or the same IT STILL
- GETS PICKED UP. This is to prevent the Cujo powerup from staying around
- for other people to pick up. If your armor is better, you will still
- keep the better armor, but the armor powerup will disappear.
- 2) You can only spawn one Cujo at a time.
- 3) You can only keep one Cujo powerup at a time. You CAN spawn a Cujo
- and then pick up another Cujo powerup, but if you pick up a second
- powerup, you will still only have one other use. There is no counter
- for how many Cujo powerups you can have. You either have one or you
- don't!
- 4) Instead of 200 health and 200 red armor, Cujo gets 100 health and
- 150 yellow armor in deathmatch.
-
- ■ Cujo has a a refined skin, thanks to Ed Oviedo <joviedo@gibson.com>, who
- smoothed it out with Photoshop. Thanks, Ed.
-
- ■ Cujo no longer teleports away when he is killed. Either he get's gibbed,
- or his body remains where it falls. Much cooler. The bodies stay around
- for a few minutes. Don't ask me to make all bodies solid. I tried this
- and it sucks. They just get in the way.
-
- ■ You can find out Cujo's health and armor status as long as he is in view
- of the player.
-
- ■ You can tell Cujo to stay or follow. If Cujo is staying he will still
- attack enemies, but he will not follow the player. Thanks to Betty Hardy
- <bhardy@idcnet.com> for giving me the idea.
-
- Changes in version 1.1
-
- ■ Cujo now *looks* like a Saint Bernard! Okay, he looks like a white
- rottweiler with brown spots. The dog skin doesn't seem to map quite
- as regularly as the player skin (the dog skin is drawn at a weird angle)
- so a 3 of the triangles that make up the dog were mapping wierdly and
- I couldn't seem to change them completely. Also, St. Bernards have
- floppy ears and long tails, but Cujo doesn't, cause he's still made
- from a rottweiler model. If you think the new skin sucks, let me know,
- because I'm not completely satisfied with it. Your feedback will be
- appreciated.
-
- ■ fixed the absence of \n's (returns) after some of Cujo's barks and
- growls
-
- ■ Cujo now spawns to the right of the player if possible and will not
- activate at all if there is no room around the player
-
- ■ Cujo can now be told to break off an attack, or not to attack at all.
- This makes it a lot easier to avoid killing him when you want to
- punch a rocket into what he's attacking.
-
- ■ Messages concerning Cujo's activation, deactivation and death now
- all appear in the center of the screen, while Cujo's comments appear
- at the top left. (Cujo also whines when he want's to attack and you
- won't let him...)
-
- Changes in version 1.0
-
- ■ What changes? This was the first one.
-
-
- ╔══════════════════════════════════════════╗
- ║ Copyright and Distribution Permissions ║
- ╚══════════════════════════════════════════╝
-
- Authors MAY use these modifications as a basis for other
- publically available work. Please send me any modifications
- you make!
-
- 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.
-