================================================================ Title : New Exploding Wall patch v1.2 Filename : explode12.qme Author : AnArcHISt Email Address : alper@uhavax.hartford.edu Description : *DISCALIMER* I SHALL NOT BE HELD LIABLE FOR ANY AND ALL DAMAGE THAT MAY RESULT FROM THE USE OF THIS PATCH. I MAKE NO WARRANTIES EITHER IMPLIED OR OTHERWISE. USE AT YOUR OWN RISK! BY USING THIS PATCH YOU ARE BOUND BY THE RULES STATED ABOVE. IF YOU DO NOT AGREE TO ALL OF THE ABOVE, DELETE THIS FILE IMMEDIATELY. Now that this is taken care of lets proceed. CREDITS: ID Software for Quake. Armin Rigo for QuArK -- an EXCELLENT editor and for originally writing the exploding patch. Myself, for being able to put up with my computer and with all the people who playtest for me. A NEW UPDATED PATCH ver 1.2 WHATS NEW: In this version I worked on better explosion models and I think I it is OK I added "particle flush" effects to enhance the explosion and new models. Still trying to fix the "bleeding wall" bug. THIS is REALLY COOL: I now added a function to the exploding patch which enables it to be triggered if a targetname is set to it. Now you can make landmines with this patch. Heres how to do it: insert a "func_explode" into your map as usual. Now insert a small brush into it. If you want, you can make the brush look like a landmine. Put it on the floor. You then put walk-on triggers around it so when someone walks on it, it explodes. I think it can be very usefull in deathmatch. I could have made the entity itself being able to be triggered by touch, but this is just the same. I would ask you people to give me some feedback on what I did, please, so I can make better patches in the future. Just email me your comments and please, be specific if you are trying to pinpoint a problem or to suggest a solution. INTRO This is a modification of an exploding wall patch by Armin Rigo. When I first used it I found out that when the wall exploded, it produced "flesh" gibs. I have to admit it is not very realistic when a brick wall explodes in a shower of "blood and gore and body parts". So I sat down and tried to make a patch of my own based on the original. This is what I have so far: I had to create some debris models which are included in this file. I used a brick texture for their skins which can be changed to whatever you like (rock, wood, etc.). I also had to make some QuakeC source code modifications. SPECIFICATIONS: The new function name is "func_explode" In this new updated version I have two types of explosions: a regular "big explosion" (one from the beta) where the wall explodes and a new "small explosion" which is basically an object shattering into small glass- like splinters. The "small explosion" is usefull to create shootable objects like dishes, cups you name it which shatter upon being shot. This second type of explosion does not produce flames and has a different sound. WHAT DOES THIS PATCH DO: It is a brush entity which means you put brushes into it. When you shoot it, it explodes and sends pieces of flying debris. It can also damage you if you stand too close. "dmg" stands for the damage it causes and "health" stands for the amount of damage it takes (default 150). For example you can make a wall consisting of several "func_explode" and destroy it part by part. You have to make sure to lower the damage so the whole thing does not explode at once. HOW TO USE IT: Copy all of the files here into your .QME file and then insert "func_explode" into your map. Before you nodebuild your map you have to compile the QuakeC and prepare the models by clicking "GO". When you insert the "func_explode" if you set spawnflags to "small" the result is a "small explosion" which is described above. Otherwise it is "big" by default. NOTICE: If you put too many entities in one room and they all explode at once you may get "PACKET OVERFLOW" If you have any questions drop me a line at alper@uhavax.hartford.edu And don't bother me with silly questions like: "How do I prepare the .MDL files?" and such. FEEDBACK IS WELCOME!!! AnArcHISt ================================================================ * Play Information * Single Player : Yes Cooperative : Yes Deathmatch : Yes, I think it would be great fun. Difficulty Settings : No New Sounds : Yes New Graphics : No New Monsters : No New Demos : No New Models : Yes QuakeC Patches : Yes * Construction * Base : An Exploding Wall patch by Armin Rigo Editor(s) used : Quake Army Knife 3.1 Known Bugs : I noticed that if you stand close and shoot the thing with the shotgun it bleeds. I'll try to fix it in the next version. If any of you knows how to fix it please EMAIL me! Build Time : 6 hours Comments : I think its about the best I can do for now. I'll be making small improvements and try to fix the existing bugs but I think the next version will be the final one.