Title    : QuakeCannon
Filename : qcannon1.zip
Version  : 1.0
CTime    : 5h -- I had to figure everything out from scratch!!! ;)
Date     : 96/10/16
Author   : The TangMaster
Email    : ttang@intergate.bc.ca
Credit   : Warren Cheug <wac@intergate.bc.ca>
               (tech support guy, nice guy, beta testing)
           Punisher <punisher@trojan.neta.com>
               (I look at his BGBot code _all_ the time (and I mean
                ALL the time -- thanks!!))

Type of Mod
-----------
Quake C  : yes
Sound    : no
MDL      : no


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


Description of the Modification
-------------------------------
  So you're minding your own business, doin' your thing,
when suddenly, you see -- a rocket launcher!  Hey!  That's
never been there before!  You mosey on over (intending to
grab it), when sudden, the inert rocket launcher starts firing!
AT YOU!  Oh no!  Then, you're dead!  The guy owning the cannon
chuckles in his little corner.

  Basically, this mod creates a cannon that fires rockets.  The
cannon is triggered by the creator using an impulse, and can be
deactivated by the same creator with another impulse.  Creating
a cannon will take away your rocket launcher, while firing will
eat up your rocket supply.  You can only have one rocket active
at a time.

impulse 240      creates cannon
impulse 241      fires cannon
impulse 242      destroys cannon


How to Install the Modification
-------------------------------
Make a new dir in your quake directory. (ie c:\quake\cannon)
then move this progs.dat into that directory and copy your
*.cfg from c:\quake\id1 into the same directory.
Then from the c:\quake dir. type:
        quake -game cannon

then bind a key to impulse 240, another to impulse 241, and
another to impulse 242

From the console type:
        bind f "impulse 240"
        bind c "impulse 241"
        bind v "impulse 242"

( or whatever suits your fancy )

Technical Details
-----------------

1.  Basically, another entity is created for the cannon.  The
    cannon checks for a variable to see if it has changed.  If
    the variable has changed values, then the cannon will either
    a) fire, b) deactivate...

Big Time Problems
-----------------

Well, they aren't MAJOR problems, just kind of annoying.  The
first is that after creating a cannon, one will sort of sink
into the ground.

The second problem is that although after creating a cannon,
the computer will choose the "best weapon," the graphic refuses
to change.  Don't understand?  Just play -- you'll get it.


Author Information
------------------

*  Created VictimBots!!  <-- AWESOME FUN!
*  17 year old in Vancouver

Copyright and Distribution Permissions
--------------------------------------

Authors MAY use these modifications as a basis for other
publically available work.

You may do whatever you please with the contents of this archive.

Availability
------------

This modification is available from the following places:

FTP   : ftp.cdrom.com
WWW   : Coming SOON!
