Index of /tremor/QUAKEC/KICKASS

      Name                    Last modified       Size  Description

[DIR] Parent Directory 20-Apr-2005 12:15 - [TXT] AUTOEXEC.CFG 05-Aug-1996 18:43 1k [TXT] CONFIG.CFG 09-Jan-1997 17:07 2k [TXT] PROGS.DAT 05-Aug-1996 18:35 421k

KickAss Weapons Collection v1.0

Author: QuakeMstr (brad@twirl.skf.com)

Description:
                This is a script I made, basically its a whole bunch
                of scripts that I found were to my likeing and was
                a pain having them all in seperate PROGS.DAT so I
                put them all in one. If I find any new weapons that
                I like ill be sure to release another version or if
                any of the code used here is updated the code in my
                script will be updated too.

Contents:
        - IMPULSE 16 = Advanced Weapons

                When using the shotgun and use IMPULSE 16 you get a
                shotgun with a slightly retooled version of the blasters
                that the Enforcers pack. It's a three-shot semiauto with
                a relatively fast reload time.  Does nasty damage. It's
                not really flashy, but it's very very handy.  Primarily
                intended to make deathmatch more interesting, but if you
                want to use it to whoop ass on single player, more power
                to you.

                When using the grenade launcher and use IMPULSE 16 you
                get the Cluster-Bouncy-Proximity Grenades. Grenades
                are now bouncy proximity mines. A grenade will lay on
                the floor and hop at intervals. If a target is detected
                within range, the grenade will hop towards the target
                and explode. Grenades won't detect targets while
                they're in the air.  When the grenade launcher is fired,
                if you have less than five ammo you will fire a single
                grenade which will behave as described above. If you
                have 5 or more ammo, you'll fire a cluster bomb which
                will explode and release five proximity grenades.

                When using the rocket launcher and use IMPULSE 16 you
                get homing rockets, when the rocket is first shot they
                home in on the first object that it detects and follows
                it around corners and down corrodors etc unless something
                blocks its path of course the missle will most likely hit
                its object.

                When using the lightning gun and use IMPULSE 16 you get
                THOR, this is a really neat weapon that inflicts TONS of
                damage, what it does is shoot out 3 homing rockets which
                then home in on the first object it sees and the lightning
                gun then follows each rocket with a stream of lightning
                until impact.

        - IMPULSE 30 = Flares
                When IMPULSE 30 is used it shoots out a little flare which
                then sticks in the wall and after a couple of seconds it
                lights up the whole room for around 30 seconds per flare,
                multiple flares can be placed though if too many are placed
                it will slow the game down considerably.

        - IMPULSE 20 = Throw Partially Filled Backpack
                IMPULSE 20 makes the player throw a partially filled
                backpack with the current weapon and some of the ammo.

        - IMPULSE 21 = Throw a Full Backpack
                IMPULSE 21 makes the player throw a backpack with all
                his weapons and all his ammo.

        - IMPULSE 61 = A Pipebomb
                When IMPULSE 61 is used it shoots out a pipebomb, the
                pipebombs can either be on the ground or if close enough
                to a player can be tagged to the player, when tagged to a
                player it is stuck to them, it can not be removed by the
                player and even if they die it will still be with them
                when they re-spawn.

        - IMPULSE 62 = Detonate Pipebomb
                When IMPULSE 62 is used it detonates all the pipebombs
                that you may have scattered around the level and/or in
                other players.

        - IMPULSE 63 = Disarm Pipebomb
                When IMPULSE 63 is used it disarms all the pipebombs that
                you may have tossed around, this maybe for that fact that
                you tossed a pipebomb at an enemy and what to black mail
                them with it to get them to give you there backpack or just
                feal like not gibing them.

Others Mod That Affect The Game or Other Weapons:

        - All projectiles except bullets will go
          through a teleporter and continue on the
          other side - Duke Nukem style
        - No players receive kills for telefrags.
        - Enhanced teamplay options.

    Detail:
        Enhanced Teamplay -- teamplay 0 and 1 are the same as
        originally.  teamplay negative penalizes players who kill their
        teammates by the amount of teamplay.  Teamplay 100 will cause
        players who kill their teammates to gib.  Teamplay -100 will gib
        teammate killers AND deduct a frag.

        - Vampiric thunderbolt gives life equal to damage you do.
        - Vampiric thunderbolt overloads if your health goes over 250.

Bugs:
        Pipebomb throws are not timed. You can throw them too quickly.
        After you throw a full backpack, notice you still have weapons.