Poison Axe
Author: ShockManSource: https://www.insideqc.com/qctut/lesson-34.shtml
Step 1
Ok.. in this tutorial we are gonna make a Poison Axe... Thanx to the guy's that did TF, for the idea, but NOT for the code... this is totaly my own code... but thanx anyways...
First open up weapons.qc, search for the W_FireAxe function and replace it with this:
void() W_FireAxe =
{
local vector source;
local vector org;
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
GetPoisoned(trace_ent); // I added this...
SpawnBlood (org, '0 0 0', 20);
T_Damage (trace_ent, self, self, 10); // changed the last number to 10
// instead of 20 to make the axe
// not do so much damage...
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
};
Step 2
Now add this code before the W_FireAxe function:
void() OnPoisonThink =
{
if (self.waterlevel >= 2) // if you get to water it stops
{
remove(self);
return;
}
T_Damage (self.owner, self, self, 5); // do damage
self.nextthink = time + 1;
};
void(entity ent) GetPoisoned =
{
local entity poison;
poison = spawn ();
poison.owner = ent;
poison.movetype = MOVETYPE_NONE;
poison.solid = SOLID_NOT;
setmodel (poison, "");
setsize (poison, '0 0 0', '0 0 0');
setorigin (poison, '0 0 0');
poison.nextthink = time + 1;
poison.think = OnPoisonThink;
};
Step 3
Now it shall war both in multiplayer and in single :)
Tags: tutorial, quakec, qc, insideqc, weapon