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- Guided Missiles v1.0, a QuakeC patch
- by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net)
-
- Description:
- Like a remote control plane, this patch allows you to pilot your
- missiles throughout a level, only you are not piloting a harmless
- little plane, but a hundred pound explosive.
-
- Installation:
- Create a directory in you Quake directory, call it whatever you want
- (GuideMis is good). Place the Progs.Dat you recieved into that
- directory. Execute Quake using the commandline "Quake -Game <dir>"
- replacing <dir> with the name of the directory you place it in.
-
- Controls:
- The controls are exactly the same as they are in Quake, except while
- you are flying the fire button is disabled, and the jump button is
- actually a remote detonate button. Oh yeah, to select it you must
- already have the regular rocket launcher and select it again.
-
- Features:
- - Piloting your missiles, duh...
- - Glow surrounding a player who is piloting a missile deterrs camping
- while giving the realistic impression that that player is staring
- at a little monitor controlling a missile.
- - Guided missiles do not do as much damage as unguided, nor do they
- go as fast. Gotta make it fair!
-
- Quirks/Bugs:
- - Special powerups will not finish while you are flying (IE. Quad
- Damage). If thier time is up they will end as soon as you stop
- flying.
- - Possible that Pentagram of Protection *may* not work when you are
- flying a rocket. Not tested yet.
- - Anything else, tell me!
-
- Future plans:
- - Get a new model with the player holding a little monitor and
- joystick.
- - Better control model. Current model limits you like Quake does,
- ie. you can't look straight up or down, and you can't do loops.
- - Suggestions?
-
- Thanks to:
- Shadow, Skylight, Kazrak, Tibz, Rot, Shafty, Alaska, Rumba, anyone
- who helped me on QuakeMud (telnet:ux2.accesscom.net port 3000),
- and everyone who helped on the Quake editing mailing list and the
- QuakeC mailing list.
-