Planet Quake

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SplatFest-

Other Q3A Downloads

Tutorials-

  1. Submitting a Tutorial
  2. Vampire Mod
  3. Air Blaster
  4. Player Speeds Vs. Weapons
  5. Team Stats
  6. Looking Around After Death
  7. Teleporting Plasma Gun
  8. Sniper Zoom
  9. Railgun Color
  10. Backpacks
  11. Grappling Hook
  12. Vunlerable Rockets
  13. Adding A Timer
  14. Weapon Matrix like Trails
  15. Forcing Teams
  16. Bouncing Plasma
  17. Cluster Grenades
  18. Remote Detonation Pipe Bombs
  19. Renable the Save/Load Menu
  20. Lowering Weapon Switch Time
  21. Adding +/- Commands
  22. Rocket Bounce
  23. Alternate fire - Drunk Missles
  24. Creating Classes

Level Editing -

Texture Editing

  1. Making a Tileable texture

Links

 

Quake 3 Arena/Adding trails to bullets:

Created By: Hunter-Killer of Quick Phrag Productions

Yet another simple tutorial from Hunter-Killer. In this edition we will add a Matrix like trail effect to shotgun and machinegun bullets. Open cg_weapons.c in cgame and go to line 1535. It should look like this:


//FIXME: should probably move this cruft into CG_BubbleTrail
if ( sourceContentType == destContentType ) {
if ( sourceContentType & CONTENTS_WATER ) {
CG_BubbleTrail( start, tr.endpos, 32 );
}
} else if ( sourceContentType & CONTENTS_WATER ) {
trace_t trace;

trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( start, trace.endpos, 32 );
} else if ( destContentType & CONTENTS_WATER ) {
trace_t trace;

trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( tr.endpos, trace.endpos, 32 );
}

All we need to do is comment out the if's and call this regardless of contents. Change it to look like this:


/*
// FIXME: should probably move this cruft into CG_BubbleTrail
if ( sourceContentType == destContentType ) {
if ( sourceContentType & CONTENTS_WATER ) {
*/
CG_BubbleTrail( start, tr.endpos, 32 );
/*
}
} else if ( sourceContentType & CONTENTS_WATER ) {
trace_t trace;

trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( start, trace.endpos, 32 );
} else if ( destContentType & CONTENTS_WATER ) {
trace_t trace;

trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( tr.endpos, trace.endpos, 32 );
}
*/

There you go. It should look something like this: (note: I'm strafing to show the full trail)

Created By: Hunter-Killer of Quick Phrag Productions

 






     
 

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