Some Weapon and Parameter Changes

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Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Some Weapon and Parameter Changes

Post by Magnus »

Hey all.

I want to make a few changes to a second instance of Q3A that I installed for LAN play with a few friends.

The reason for the second instance of Q3A is so I have a clean origonal unchanged Q3A that will not cause problems when trying to play online or interfear with playing mods and the second instance to make these changes to and distribute it among my friends that get together for a LAN.

I'm not asking anyone to spend their time teaching me this stuff. Just if someone could point me to the teaching materials needed to make the changes I am wanting to make that would be great.
Honestly I actually want to learn to do this stuff myself so in the future I can do it on my own as well as help others that are in the same situation I am in now.

I really dont want to get into making an entire mod. I would like to simply take the files that call out the paramiters for a few things and change them. Things like RoF and velosity on the weapons and ammo and things like that.
I have the Q3A sorce files and I know that some of it is called out in like the bg.missle.c, but I'm not sure what all files will need changes made to them. Also once I have made the changes I have Q3Dev and Q3Tools2, but I am not sure wich one of them if either to use to apply or compile the files with the changes.

Honestly once I learn what files need changes and then make those changes I am still kinda lost as what to do next. :confused:

I have looked through code3arena and google searches and there is a crap load of stuff out their with titles like "Mod making 101" and "Making simple qvm changes" and "Defineing new or Changing existing weapons", but for the past 3 days everything I have looked over either doesn't address what I need, is an incomplete tutorial or ends up being a dead link.

Although it would probably help if I knew exactly what kind of title I should be looking for. :icon16:

Anyway the changes I want to make I would like for them to be applied to Q3A as well as Q3:TA.
So here are the changes I am looking to make:

MG / 3 damage per bullett / RoF 12 per sec / spread 64 units / velosity same as normal MG in Q3A / starts with 100 bullits / ammo refills give 50
(MG does 5% of maximum damage against battle suit)
(Uses Q3A MG model)

CG / 3 damage per bullett / RoF 25 per sec / spread 96 units / velosity same as normal CG in Q3:TA / starts with 100 bullets / ammo refills give 50
(CG does 5% of maximum damage against battle suit)
(Uses Q3:TA CG model)

SG / 12 pellets per shell / 3 damage per pellet / RoF 1 per sec due to pump reload time / spread of pellets 64 units / velosity same as normal SG in Q3A / starts with 10 shells / ammo refills give 5
(SG does 10% of maximum damage against battle suit)
(Uses Q3A SG model)

GL / 50 damage per grenade / damage radius per grenade 64 / 20 splash damage per grenade / splash damage radius 128 / 4 grenades per shot / RoF 4 per 2 seconds (all 4 grenades fire at once) / grenade spread radius 128 units away from each other at 256 units distance from point fired (eg. as the grenades travel farther along their path they also spread farther apart from one another) / velosity 768 units per sec with a 3 sec fuse / gravity and bounce effect all four grenades fired just like regular grenades from Q3A / starts with 10 grenades / ammo refills give 6
(GL does 20% damage per grenade against battle suit)
(Uses Q3A GL model)

ML = Mine Launcher / 200 damage / damage radius 64 / splash damage 100 / splash damage radius 128 units / RoF 2 mines per 1 sec / mines are sticky to any solid surface, player or bot / mines are proximity triggered only (no timed trigger) when attached to a solid surface / mines are time triggered on a 3 sec fuse when attached to a player or bot / gravity has no effect on mines / spread 0 units ( all mines are on target like RG) / velosity 3072 units per sec / starts with 20 mines / ammo refills give 10
(ML does 25% damage per mine against battle suit 50% damage against battle suit when attached to player or bot)
(Uses Q3:TA ML model)

LG / 25 damage per sec / RoF constant stream like regular Q3A LG depleted at 25 points per sec / spread 0 units (projectile flows in a stream like the regular Q3A LG) / velosity 2304 untis per sec / max distance electricity stream can reach 1152 units / starts with 250 points / ammo refills give 125
(LG 20% damage against battle suit)
(Uses Q3A LG model)

PG / 2 damage per projectile / damage radius 32 units / splash damage 1 per projectile / splash damage radius 64 units / RoF 15 per sec / spread 0 units (each projectile travels in the direction it was fired like the regular PG from Q3A) / velosity 1536 untis per sec / starts with 150 cells / ammo refills give 75
(MG does 40% of maximum damage against battle suit)
(Uses Q3A PG model)

NG / 12 nails per shot/ 3 damage per nail / RoF 1 shot per sec / spread of nails 96 units / velosity of projectile 2048 units per sec / starts with 10 shots / ammo refills give 5
(NG does 25% of maximum damage against battle suit)
(Uses Q3:TA NG model)

RL / 150 damage per rocket / damage radius 128 units / 75 splash damage per rocket / Splash damage radius 192 units / RoF 2 per sec / spread 0 units (each projectile travels in the direction it was fired like the regular RL from Q3A) / velosity of projectile 1536 units per sec / starts with 10 rockets / ammo refills give 5
(RL 30% damage against Battle Suit per rocket)
(Uses Q3A RL model)

RG / 200 damage, ignores armor and does not stop for players / RoF 1 per sec / 1 sec recharge / all players or bots in rail path take 200 damage wth armor ignored no matter how far away they are or how many are in path (e.g. if 10 players or bots are in line with 128 units between each of them and they each have 200 health and 200 armor they will all still be gibbed all the way back to the last one in line 1280 units away) / velosity and max distance RG will do damage is just like the regular RG from Q3A / starts with 10 slugs / ammo refills give 5
(RG 50% damage against Battle Suit )
(Uses Q3A RG model)

BFG / 200 damage per projectile / damage radius 192 units / 125 splash damage per projectile / Splash damage radius 320 units / RoF 5 per sec / spread 0 units (each projectile travels in the direction it was fired like the regular BFG from Q3A) / speed of projectile 2048 units per sec / starts with 10 projectiles / ammo refills give 5
(BFG 75% damage against Battle Suit per projectile)
(Uses Q3A BFG model)

The quadfactor should actually be 4 x normal damage.

Also this stuff about WeaponTeamRespawn time being 30 to make sure everything was ballenced was one of the dumbest ideas in the games history. It just causes two or three people on a team to have effective weapons and the rest of the team members to be nothing more than targets. There is no balance in that!

Anyway back on track now. :icon30:

So that being said the WeaponTeamRespawn time should be 10

Well those are the changes I would like to make.

If any of the changes are unclear to anyone who wants to help pleas ask and I will try to clarify.

Any help to get me started would be great!

Thanks evryone.
Uh, well....good luck with that. :shrug:

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Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Did I post this in the wrong forum?
Should it have gone in the Programming Discussion forum?
If so sorry any mod please feel free to move this to the proper forum.

Thanks. :icon17:

Or is it that I should keep trying on my own?
If so that is cool.
I understand that many of you guys have moved on to Q4 and really don't want to mess with old Q3 issues.

Like I said. I honestly don't want anyone to take up their time teaching me how to make the changes I want to make.

I was just looking for someone to tell me like for example:

the damage per projectile is called out in these files,
the damage radius is called out in these files,
the splash damage per projectile is called out in these files,
the splash damage radius is called out in these files,
the spread of the projectiles is called out in these files,
the rate of fire is called out in these file,
the velosity of the ammo projectiles is called out in these files,
the maximum distance a projectile or weapon will do damage is called out in these files,
the starting amount of ammo in the weapons is called out in this file,
The amount of ammo each ammo refill gives is called out in these files,
the number of projectiles fired at a time is called out in these files,
the settings to make projectiles sticky is called out in these files.
the ability for gravity to effect or not effect a projectile is called out in these files,
the nature of a mine to have a proximity only trigger and not have a timed trigger when attached to a solid object is called out in these files,
the nature of a mine to have a 3 second fuse when attached to a player or bot is called out in these files,
the weaponteamrespawn time is called out in these files,
the quadfactor is called out in these files,
to make the changed files into the type of file you need use this program,
to make it work place the newly made file here,

You can even forget about all that damage per weapon against the battlesuit stuff.

Heck, if you will just use the list I just made above as a form and just fill in the answers.

And as always if there are any tips or extra info you feel like you want to give before I start making changes please tell them to me.

Sorry if there was any confusion and once again thanks for any help!
Uh, well....good luck with that. :shrug:

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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

I think you should repost this in the programming discussion except make the post a lot shorter. Be descriptive about what you want to do without so many details. No one will read through the 2 pages worth of stuff that you posted to give you an answer. They don't need to know how much damage you need for each weapon. Just tell them that you want to change damage/rate of fire, etc on weapons and how do you do it.

BTW, pretty sure there is a mod already that does this. Can't remember which one though.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Thanks obsidian.

I did finally manage to find some of the info I neded just a little bit ago. I have been going over what I have found.
I simply changed the way I was doing my searches. Insted of looking for weapon mod tuts or damage mod tuts went to google and just put in things like
"case WP_ROCKET_LAUNCHER: addTime = ;" and "ent->nextthink = level.time + g_proxMineTimeout.integer;" and then up came a load of articles with info about everything from what the values means to how to change the values. :icon25: :icon14:

So I am on my way once again. Although I will still take your advice and post a much shorter version in programming discussion to get any tips and info I can. Hopefully I be able to get some advice that will help me from making mistakes that others have already made.

I'll have a look around and see if I can find that mod too.

Thanks again obsidian!
Uh, well....good luck with that. :shrug:

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