Hunter-Killers (homing rockets)
Author: SestzeSource: https://www.insideqc.com/qctut/qctut-83.shtml
Step 1.
Add the following code to weapons.qc, near the top.
/*
=================
Hunter Killer
By: Sestze (enjoy!)
=================
*/
//Function Prototypes
void() W_HunterFire;
void() T_HunterTouch;
void() S_HunterThink;
entity(entity startz, float cr_range, float wall) Checkrad;
//Fire Function
void() W_HunterFire =
{
sound(self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); //Classic rocket fire
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; //Subtract a rocket
local entity hunter; //Make an entity
hunter = spawn(); //Spawn it
hunter.classname = "Hunter killer"; //Give it a classname
hunter.owner = self; //You own this baby.
hunter.oldenemy = self; //You will need this
hunter.movetype = MOVETYPE_FLY; //Flies around
hunter.solid = SOLID_BBOX; //Solid - Touch on edge, block (Pickable items and missiles)
makevectors(self.v_angle); //Make vectors from your current viewing angle
hunter.velocity = v_forward * 240; //Fly forward at 240 units (trust me, you will want this)
hunter.angles = vectoangles(hunter.velocity); //Set the angles for the object
hunter.nextthink = time + 0.25; //Quarter second out, activate
hunter.think = S_HunterThink; //Activation and thinking function
hunter.touch = T_HunterTouch; //Touch Function
setmodel(hunter, "progs/missile.mdl"); //Set the model
setsize(hunter, '0 0 0', '0 0 0'); //Set the size
setorigin(hunter, self.origin + '0 0 16'); //Set the origin
};
//Touch function
void() T_HunterTouch =
{
if(other == self.owner) //Don't want it blowin up on ya, do ya?
return;
T_RadiusDamage (self, self.oldenemy, 100, world); //Damage!
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); //Temp entity - Explosion
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion();
};
//Think code
void() S_HunterThink =
{
//Hunter finds an enemy
if((self.enemy == world) || (self.enemy.health < 0)) //Checks if enemy is dead or doesnt have enemy
self.enemy = Checkrad(self, 1000, TRUE);
//Declarations
local vector vele, vels; //velocity enemy, velocity self
local vector ph; //Place holder
//The tack to opponent
vele = (self.enemy.origin + '0 0 16') - self.origin; //Finds the unit vector towards the enemy
vele = normalize(vele);
//Current tack
vels = normalize(self.velocity); //defines current vector
//Check tack to enemy
traceline(self.origin, self.origin + vele * 10000, FALSE, self); //Traceline to enemy
if((trace_fraction != 0) && (self.enemy != world))
{
//Placeholder
ph = vele + vels + vels + vels + vels; //Enemy velocity plus 4 times self velocity
//Placeholder over three
ph = ph * (1/5); //Averaging
//Setvelocity and here we go!
self.velocity = normalize(vels + ph); //Set the velocity
self.velocity = self.velocity * 240; //And you are on your way
}
//Check current tack 320 units ahead
traceline(self.origin, self.origin + vels * 320, FALSE, self); //Traceline in front (check for walls)
if((trace_fraction < 0.2))
{
ph = trace_plane_normal; //Find direction that is perpindicular to the wall
ph = ph + vels + vels; //Add that direction plus two times your own
ph = ph * (1/3); //Averaging
self.velocity = normalize(vels + ph); //Set the velocity
self.velocity = self.velocity * 240; //And you are on your way
}
//Set the angles
self.angles = vectoangles(self.velocity); //Set angle
self.aflag = self.aflag + 1; //Add to "idle hands" counter
if(self.aflag >= 500) //5.25 seconds is up....
{
self.owner = world; //No more owner, it will attack spawner
}
//Hunter thinks
self.nextthink = time + 0.01; //Nextthink will be quick to avoid running into walls
};
//Check radius function
entity(entity startz, float cr_range, float wall) Checkrad =
{
local entity finder; //The .chain entity
local float cr_ran; //The range holder
local entity blodger; //Entity placeholder
cr_ran = 1200; //Set to above the detection radius
finder = findradius(startz.origin, cr_range); //Finds anything within cr_range units of self
while(finder)
{
if((CanDamage(finder, self)) || (!wall)) //If I can see him, or if I just ignore walls alltogether
{
if(finder.health > 0) //If he lives
{
if(finder != self.owner) //If he aint my daddy
{
if(vlen(finder.origin - self.origin) < cr_ran) //If the range of that guy is less than the previous
{
blodger = finder; //Blodger holds who that is
cr_ran = vlen(finder.origin - self.origin); //resets cr_ran for next time
}
}
}
}
finder = finder.chain; //Loop chain
}
if(blodger != world) //If Blodger isn't the world
return blodger; //blodger is returned
else //If blodger = world
return world; //return the world
};
Step 2.
Scroll down to this line: 977 of weapons.qc. Where it should read: W_FireRocket(); Replace W_FireRocket with W_HunterFire();
A quick rundown of what happens (in english):
The Missile is spawned via the W_HunterFire() function, and it flys at 240 units, it constantly checks a radius of 1000 units for an enemy or other silly bugger, and targets them. It then flies towards the target, trying to avoid walls and other odd things on the way. On contact, it makes itself into an explosion, then calls the T_RadiusDamage function, dealing 100 damage, at the epicenter.
The reason why I used an entity function to find opponents was for simplicity for any other homing weapons in future. It finds anything within a giant radius (or a small one, your call), and finds the closest one possible.
Alright, I'm done here, Have fun with new rockets that fly after opponents.
Tags: tutorial, quakec, qc, insideqc