hmm..was thinking.. is there an rocket mod for Q3A?

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reefsurfer
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hmm..was thinking.. is there an rocket mod for Q3A?

Post by reefsurfer »

For you that have played Painkiller knows about people can fly gametype were all u have is the rocket launcher and u can only frag someone while they are in the air... so we are talking midair instagib rockets... its very fun.

Anyone know if there is a similar mod for Q3A?
Rockets instagib... or anyone know of a script that makes this, so i can put it on my server?
Don Carlos
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Post by Don Carlos »

not that im aware of but it could be easily done?
Sounds cool btw :D
Where were you when the West was defeated?
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MKJ
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Post by MKJ »

with the source code just released, go for it dude !!1one
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reefsurfer
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Post by reefsurfer »

MKJ wrote:with the source code just released, go for it dude !!1one
I know nothing about mod making alá c++, skinning, reveresed engineering, modeling... :tear:

It sounds like it could be made through a cfg change.. no?
i've tried earlier to set "set rocketlauncher_damage 300" but it dosent work...guess its the wrong name?
I havent found anything anywhere about rocket instagib... it must remove the splashdamage though and instead make it knock you high in the air. and only a direct hit to torso can kill ya... that would be a nice change and pretty funny me thinks...


anyone wanna help me out testing/making this?
reefsurfer
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Post by reefsurfer »

cant find a single command even similar to "rocketlauncher damage" ...or soemthing close.

How do they set instagib for railgun?
And i can set railgun damage on my server at any number and it works... but how and why cant i set rocket damage?

Someone help...please? :paranoid:
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Mat Linnett
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Post by Mat Linnett »

There's one like this for Quakeworld; I think it comes with a bot. Can't for the life of me remember what it was though.
blood.angel
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Post by blood.angel »

Well Im a bit rusty on Q3 code but theres a movement type variable used to determine if you are on the ground, in air, swimming or sliding down a slope.
And each weapon has their damage defined in their weapons code.

So all you would have to do is change about a couple of lines
in the damage allocation bit.

Something like:
if(target->pm_movetype == JUMPING)
{
damage = 300;
}
reefsurfer
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Post by reefsurfer »

blood.angel wrote:Well Im a bit rusty on Q3 code but theres a movement type variable used to determine if you are on the ground, in air, swimming or sliding down a slope.
And each weapon has their damage defined in their weapons code.

So all you would have to do is change about a couple of lines
in the damage allocation bit.

Something like:
if(target->pm_movetype == JUMPING)
{
damage = 300;
}
ok, sounds like ur on to something here BA, care to help me a bit more?
I have no ide where to put it... which .cfg?
And how can i set rocketlauncher to do the damage...and make the RL the onloy weapon available...and starting ammo?
dzjepp
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Post by dzjepp »

You can do it with spiterbot... google it, and read the readme (sorry, I'm too lazy right now) for the command that needs to be callvoted. Hmmmmm, how bout we get some demos of this for the movie reef? You up for some? <3
reefsurfer
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Post by reefsurfer »

dzjepp wrote:You can do it with spiterbot... google it, and read the readme (sorry, I'm too lazy right now) for the command that needs to be callvoted. Hmmmmm, how bout we get some demos of this for the movie reef? You up for some? <3
yep..aint got stuff to do anyway...really wanna try a rocket instagib mod thought..gonna go search for that spiterbot


edit*
dzjepp... its a bot u fight against, im not following?
Last edited by reefsurfer on Fri Sep 02, 2005 10:22 pm, edited 1 time in total.
dzjepp
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Post by dzjepp »

Yeah, it's just a simple mod, you can callvote for the rocket-air mode, we can figure it out once in game if you want, tell me when you set it up.
CrinklyArse
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Post by CrinklyArse »

put it in that cool ideas thread in the programing section :) just incase you want people to take it further.
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reefsurfer
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Post by reefsurfer »

reefsurfer
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Post by reefsurfer »

dont know if u guys need it...but here is a direct link: http://www.uni-vologda.ac.ru/students/p ... ll_052.zip

and crinkly, yea i will make a post about this idea.
CrinklyArse
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Post by CrinklyArse »

u puttin the server up now? cos i'll try it without and then if it doesnt work download that
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reefsurfer
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Post by reefsurfer »

i extracted the folder to my q3a folder... it dosent show in mods?
Should it be in baseq3?

hmmm
dzjepp
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Post by dzjepp »

Yeah, just in case you're wondering, you don't need to play with the bots that come with it, they are pretty good but we don't need to add them (but hey they also work with the mid-air rocket mod, so maybe we should leave them in! :D ). reef, when you make the server remember to allow high pings for us bastards across the pond! :p
dzjepp
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Post by dzjepp »

No it should be in main quake 3 folder. If you don't see it, make a shortcut to the quake3.exe and in the target field, add this: E:\Game\Q3\quake3.exe +set fs_game spiterbot (replace the drive and folder location to where you installed Q3).
CrinklyArse
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Post by CrinklyArse »

i may just watch you two battle it out cos me and my mouse are having a bad day.
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reefsurfer
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Post by reefsurfer »

1) Extract the .zip into your Quake III Arena directory. Make sure
that "extract with path names" is turned on. A subdirectory
called "spiterbot" should be created.
2) The mod can then be loaded from the Quake III Arena menu,
in the Mods panel.


dont work.. :tear:
dzjepp
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Post by dzjepp »

Get on IM foo!
reefsurfer
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Post by reefsurfer »

ok...got it now
starting the server... crink,memph and jepp..get in here...this seems kewl as hell.
CrinklyArse
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Post by CrinklyArse »

oh fuck gotta download it :)
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CrinklyArse
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Post by CrinklyArse »

got the same problem as u reef, how did u fix it?
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reefsurfer
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Post by reefsurfer »

i thought it was the first folder.... but its the folder and bat file WITHIN the first spritebot folder... take those two out and put it in q3a directory...and join again :icon25:
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