09-26-2011, 01:47 AM
(This post was last modified: 09-26-2011, 02:08 AM by XonoxSeven.)
I would like to hack the explosive weapons abit. They are very reliable: every pressure trigger always works 100 percent of the time.
I would like to add a: x = rand(int(99)); if (x > 3) { (Normal explode stuff) } else { prints"oops nade/rocket didn't go off!). But i don't know the exact syntax and good practices for this in quakeC.
Another idea I had, a more difficult one, is to add fragmentaries to the grenade launcher projectile(s), that means spawing new projectiles (I guess low velocity ballistics bullets) in random directions. So this means I need rand, and I guess a foreach (untill x amount of bullets have been shot in all directions), and set how hard the bullets will hurt, plus a toggle to turn this feature on/off.
Hmm, maybe I should look at the shotgun code and use that with a mega huge spread (what is 360 degree spread in all directions?).
Didn't work, messed with the initial nade firing instead, trying without the W_SetupShot call now.
I would like to add a: x = rand(int(99)); if (x > 3) { (Normal explode stuff) } else { prints"oops nade/rocket didn't go off!). But i don't know the exact syntax and good practices for this in quakeC.
Another idea I had, a more difficult one, is to add fragmentaries to the grenade launcher projectile(s), that means spawing new projectiles (I guess low velocity ballistics bullets) in random directions. So this means I need rand, and I guess a foreach (untill x amount of bullets have been shot in all directions), and set how hard the bullets will hurt, plus a toggle to turn this feature on/off.
Hmm, maybe I should look at the shotgun code and use that with a mega huge spread (what is 360 degree spread in all directions?).
Code:
RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
//Frags
if (autocvar_g_balance_grenadelauncher_primary_frag_bullets > 0) {
float sc;
float ammoamount;
float bullets;
float d;
float f;
float spread;
float bulletspeed;
float bulletconstant;
bullets = autocvar_g_balance_grenadelauncher_primary_frag_bullets;
d = autocvar_g_balance_grenadelauncher_primary_frag_damage;
f = autocvar_g_balance_grenadelauncher_primary_frag_force;
spread = autocvar_g_balance_grenadelauncher_primary_frag_spread;
bulletspeed = autocvar_g_balance_grenadelauncher_primary_frag_speed;
bulletconstant = autocvar_g_balance_grenadelauncher_primary_frag_bulletconstant;
W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_GRENADE_LAUNCHER, 0, 1, bulletconstant);
endFireBallisticBullet();
}
//
remove (self);
}
Didn't work, messed with the initial nade firing instead, trying without the W_SetupShot call now.