Title    : IKTurret 1.0  (monster_tur)
Filename : ikturret.zip
Version  : 1.0
Date     : 10/25/97
Author   : Iikka Kernen
Email    : ikeranen@raita.oulu.fi
Homepage : http://www.planetquake.com/ikq/

Build time: 1 hour or so. Models from my TC AirQuake took about 8 hours.

Type of Mod
-----------
Quake C  : Yes
Progs.dat: Yes
Sound    : no
MDL      : Yes
Map&Bsp  : Yes

Format of QuakeC
----------------
unified diff  : no
context diff  : no
.qc files     : yes (2)
progs.dat     : yes


Description
-----------

This adds a new "monster": A computer-controlled defence turret. It's similar
to the turrets in AirQuake TC, but converted to attack normal players.
It should be compatible to QuakeWorld with slight modifications. (I've
already left out BecomeExplosions)

I release this as I haven't seen a good-looking turret modification yet...
It might be useful in patches like CTF or TF. Also, this turret only requires
one .QC file and no modifications to others, so it should be easy to glue
into other mods.

(The file xwall.qc contains simple exploding walls I used in another test
map. Ignore it if you don't need exploding walls...)

Features:
- Nice models.
- Shoots superspikes or lasers. (Spawnflags &2 on/off)
- Efficient leading routine. Hits any target moving at constant speed.
- Limited turning/aiming speed (can be edited) to give player a chance...
- Gun barrels of course aim up or down toward the target :)
- Can set Health, ammo_cells and wait (respawn time for multiplayer) in .map.
- Can be used in teamplay DM (set "team" field > 0)
- Use spawnflags &2048 to remove it from DM...
- Always shoots at closest target. (Uses no original monster AI)
- When no players in vicinity, the turret turns to its original direction.

Known bugs:
No client obituary for it. Add it to client.qc if you want...

Things to do:
- Make it player-controlled base weapon for CTF or TF?
- Make it a weapon player can carry, and drop for a "sentry gun"?
- Shoot lightnings, rockets and shotgun shells instead...
- Add muzzle flames...

Installing
----------

Parts 2 and 3 needed only if you want to recompile it (or add to other mod).
For these, you also need some version of original QuakeC source code (or the
other mod's source code). I've used QC source 1.06 in the included progs.dat.
For compiling, you also need a QC compiler.

1. Make a directory quake/turret/ , and unzip the files with full pathnames.
   For example: pkunzip -d turret.zip  (jump to 4. if just checking it out)

2. Copy all the original .qc files and progs.src to the turret/src directory.
   Edit the progs.src; add filenames turret.qc and xwall.qc after misc.qc.

3. Run QCC compiler.

4. CD to Quake directory and run Quake -game turret +map turret .

Legal stuff
-----------

All files included are copyright Iikka Kernen, 1997. This includes textures
used in the test level.

This Quake modification MAY be used as a part of other Quake modifications
if credit is given to the author and the modification is only distributed
free of charge. For commercial modifications, a preferably profit-based
payment required.

This Quake modification may be only distributed on electronic formats and
free of charge.
