PQM ii Quake 2 extension by blaidd (Jed Hagen) (based on Quake 2 3.14 source -- copyright 1998 Id Software) version 0.03 This is an ALPHA version =========================================================================== Contents/changes: ARCgun replaces HyperBlaster Phase Cannon replaces Railgun Phase Missiles are loaded in the Rocket Launcher Cluster Grenades are loaded in the Grenade Launcher =========================================================================== New cvars: arc_notarget: (default = 0) if set to 1, this prevents the player firing the ARCgun from being considered a valid target. Useful if you want to cheat with armor. =========================================================================== New names: ARCgun: (name) used to refer to the ARCgun. "HyperBlaster" is automatically changed to "ARCgun." Cluster Grenades: (name) used to refer to cluster grenades. (not used yet) Phase Cannon: (name) used to refer to the Phase Cannon. "Railgun" is automatically changed to "Phase Cannon." Phase Missiles: (name) used to refer to phase missiles. (not used yet) =========================================================================== New cmds: dump_armor: (cmd) immediately reduces your armor value to zero. phase_target: (cmd) store the targeted creature's phase pattern. =========================================================================== Description: ARCGUN: this is basically a converter of cells to electrical energy. The energy thus converted can be applied in a semi-directed fashion to nearby objects and creatures. To use, hold down the fire button to charge the gun. Release the button to fire the built up charge. The charge seeks the nearest grounded target, or travels in a straight line if none are close enough. Damage and range are highly variable, both being inversely related and both increasing linearly with the initial charge. Excess energy actively seeks out additional grounded targets until is dissipates. WARNING: The user can be considered a valid ground! DANGER: do not overcharge the ARCgun. This may result in an explosion. CAUTION: never use the ARCgun in the presence of liquids. Target priority, from highest to lowest: target is... - in water (or slime) - wearing heavy armor - very close to the charge (variable) - a non-player (monster or explosive) - a dead body How does this work in multi-player games? Too powerful? Not powerful enough? Should things like (unworn) armor be considered valid targets? CLUSTER GRENADES: This tosses a group of grenades, creating a deadly shower of explosions. Up to 10 ammo units will be used, and they can generate anywhere from 5 to... well _lots_ of grenades. PHASE CANNON: This throws creatures slightly out of phase. Out of phase cratures take and deliver only 1/2 damage from things not in the same phase, but if a creature is shifted too far out of phase (by 3 successive hits), it is instantly killed. If not struck again, a creature gradually shifts back into phase with everything else. Quad damage makes sure the creature is thrown for a longer time. How about this one? The idea came from the early talk of a disintegration ray as a Q2 weapon. PHASE MISSILES: These missiles are shifted slightly out of phase with most living creatures, passing through them harmlessly. A pattern unique to each creature can be loaded into a Phase Missile, allowing it to synchronize its phase with that creature, as well as giving it a limited homing capability. You can aquire a creature's phase pattern by targeting it and using the "phase_target" command, thus storing it until it is compromised. (A spark splash shows up in your HUD to indicate the creature whose pattern you have.) These missiles do not carry as large a payload as normal rockets, but still count as a full ammo unit. Should these do less damage? More? Are they too hard to dodge? Too easy? Here's a trick that _might_ work (tell me if it does): when a phase missile is tracking you, run straight at it. It might pass through you. Email me at eridath@hotmail.com with any comments. =========================================================================== Installation (Windows): Extract the gamex86.dll from the zip archive, and place it in a Quake 2 subdirectory called pqm2. Then run Quake 2 with the commant line: quake2 +set game pqm2 =========================================================================== the current version can be found at: http://home.earthlink.net/~ghagen/blaidd/pqm/ (note: the current dll still has the old address) =========================================================================== History: 7/14/98 version 0.03: added phase cannon (replaces railgun) and cluster grenades (modification to grenade launcher). 6/26/98 version 0.02: tweaks to ARCgun, added dump_armor cmd, added phase missiles. 6/11/98 version 0.01: ARCgun (replaces HyperBlaster). =========================================================================== Quake 2 is a registered trademark of Id Software http://www.idsoftware.com Compiled with lcc-win32 http://www.cs.virginia.edu/~lcc-win32 Original code is copyright 1998 G. E. Hagen