Semi-auto Firing
Created By: | CheapAlert |
eMail: | cheapalert@planetquake.com |
Difficulty Scale: | Easy |
First break into DEFS.QC, drop down to
the bottom edge of the file, hit enter several
times, then type in:
.float semi; // CHP - Semiauto
Save and close DEFS.QC.
Step 2.
Open WEAPONS.QC.
Go to W_Attack function
find:
else if (self.weapon == IT_SHOTGUN) { player_shot1 (); W_FireShotgun (); self.attack_finished = time + 0.5; }
change to:
else if (self.weapon == IT_SHOTGUN) { if(!self.semi){ player_shot1 (); W_FireShotgun (); self.semi = 1; // chpsemiauto self.attack_finished = time + 0.1; // faster } }
What you see above is the place where once you hold the trigger, it fires once. Pretty much the same way ID did to stop the Quake guy from pogo-stick jumping.
Step 3.
Scroll down to W_WeaponFrame, at this part of the
function:
// check for attack if (self.button0) { SuperDamageSound (); W_Attack (); }
Above the first line, add:
// CHP - Semi Auto Tutorial if (!self.button0) self.semi = 0; // CHP - Semi Auto Trigger
Save, compile and run. Now pump them with pellets. Repeatedly. Until you get your carpal tunnel syndrome. Enjoy.