Step 2 Scroll down to W_FireGrenade and change the code where it says:
void() W_FireGrenade =
{
local entity missile, mpuff;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 25; // change them to be more expensive.. you can put any number
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE; // change from movetype_bounce... to make it be like a rocket
missile.solid = SOLID_BBOX;
missile.classname = "missile"; // change it from "grenade"
missile.effects = self.effects | EF_DIMLIGHT; // Make it glow
// set missile speed
makevectors (self.v_angle);
// if (self.v_angle_x)
missile.velocity = v_forward * 0 + v_up * 0 + crandom()*v_right * 0 + crandom()*v_up*0; // Change all values to 0.. to make it static
// else
// {
missile.velocity = aim(self, 10000);
missile.velocity = missile.velocity * 0; // Same here
missile.velocity_z = 0;
// }
missile.avelocity = '300 300 300';
missile.angles = vectoangles(missile.velocity);
missile.touch = GrenadeTouch;
// set missile duration
missile.nextthink = time + 20; // change the time to the next think to 20 secs.
missile.think = GrenadeExplode;
setmodel (missile, "progs/lavaball.mdl"); //Change the model og the grenades to the lavaball
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);
}; |