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| Tutorials are copyrighted by their author and the Inside3D staff. And may be used in any Quake modification provided that the author and the InsideQC staff are credited. Please direct any comments to the author. |
Created By: | Unabomber[MIR] |
eMail: | cow@iamerica.net |
Difficulty Scale: | Easy |
Step 1Ok open the weapons.qc up and find the W_FireGrenade Function. Look between these lines. 697 707 There should be this: if (self.v_angle_x) missile.velocity = v_forward*600 + v_up * 200 + crandom ()*v_right *10 + crandom()*v_up*10; else { missile.velocity = aim(self,10000); missile.velocity = missile.velocity * 600; missile.velocity_z = 200; } missile.avelocity = '300 300 300'; |
Step 2Change all of those NUMBERS to 0 f (self.v_angle_x) missile.velocity = v_forward*0 + v_up * 0 + crandom ()*v_right *0 + crandom()*v_up*0; else { missile.velocity = aim(self,10000); missile.velocity = missile.velocity * 0; missile.velocity_z = 0; } missile.avelocity = '0 0 0'; |
Step 3Now we change the model to somthing small like a nail, super nail, or you can even make C4 by changing the model to the s_bubble.spr Ok we got that. NOW WE CHANGE THE MOVE TYPE TO MISSILE.MOVETYPE = BOUNCE; TO MISSILE.MOVETYPE = FLYMISSILE; |