-------------------------------------------------------------------------------
                             Weapons v1.40
                            by Dragon Master
-------------------------------------------------------------------------------

PRINTING THIS DOCUMENT:
   To print this document, go into dos and type:
   COPY HELP.TXT PRN

INSTALLING:
    To install this patch, make a directory under your Quake directory
    then PKUNZIP the file (with the -d parameter) into that directory.

    A little visual example to help you out:

       ROOT Directory
                   |
                   |
                   +-- Quake
                         |
                         +-- ID1
                         |
                         +-- <New Directory>

    An example (DOS example):
       C:\>cd QUAKE
       C:\QUAKE\>md WPN
       C:\QUAKE\>pkunzip -d WPN140B.ZIP WPN\

    Then to use the patch, use the -game <patch name> parameter.

    An example (DOS example):
       C:\QUAKE\>quake -game wpn

-------------------------------------------------------------------------------

     NOTE:  When searching for sections, search with brackets around the
            numbers.  The brackets are ONLY used at the section start.
            (i.e.  ?.? would be [?.?])

x  Weapon Functions
      x.1   Nail Bomb
      x.2   Nail Launcher
      x.3   Bouncing Cluster Bomb
      x.4   Holes
      x.5   Ricochet Grenade
      x.6   Glue Grenade
      x.7   MG Point Defense
      x.8   Vampire Bolt
      x.9   Medic Bolt
      x.10  Armor Piercer
      x.11  Radio Tag Bomb
      x.12  Ammo Cache
      x.13  Homing Missile
      x.14  Flare
      x.15  Camera
      x.16  Nail Probe
      x.17  Light Bomb
      x.18  Guided Missile
      x.19  Flame Thrower
      x.20  Proximity Bomb
      x.21  BFG
      x.22  Tornado Bomb
      x.23  Confusion Bomb
      x.24  Spark Gun

1  Simple Commands
      1.1   Selecting Weapons
      1.2   The AirGun
      1.3   The LaserSight
      1.4   The ChaseCam
      1.5   The Holes
      1.6   Death Types

2  Advanced Concepts
      2.1   The Grappling Hook
      2.2   The Guided Missile
      2.3   The *NEW* Cheat Codes
      2.4   Special Files

3  References and Stuff
      3.1   Binding Keys
      3.2   Impulses
      3.3   Ammo Requirements
      3.4   Patch Availability
      3.5   What's THIS File?
      3.6   Bugs/Quirks
      3.7   Examples
      3.8   Coming Soon

===============================================================================
      [x]      Weapon Functions
===============================================================================
[x.1]   Nail Bomb (Same key as Grenade Launcher)

    Demonstrated by 'The Man' Arnie in his latest movie, the
    patented PopUp-BlowDown SteelRain (tm) technology is
    guaranteed to bring a sparkle to your eyes!
    
    Basically, this fires like a grenade, then when it is ready to explode,
    it jumps up in the air and fires a shower of nails down.

    Ammo Requirements: 1 rocket, 15 nails.

-------------------------------------------------------------------------------
[x.2]   Nail Launcher (Same key as Grenade Launcher)

    Making use of our new EZKill AntiGrav NailHail (tm) module,
    the Nail Launcher spins in the air firing spikes in all
    directions.

    This one fires like a grenade, then instead of exploding, it jumps up
    into the air and fires nails in random directions for a random amount
    of time.

    Ammo Requirements: 1 rocket, 15 nails.
-------------------------------------------------------------------------------
[x.3]   Bouncing Cluster Bomb (Same key as Grenade Launcher)

    Carrying on our long and proud tradition of MultiCluster
    SubPod Ammuition (have you tried our FamilyFun GigaTon Nuke?),
    the Bouncing Cluster Bomb releases five (count 'em, but don't
    stand too close folks!) PainProximity BounceBombs (tm), hopping
    around the area, looking to do your work for you.

    Fires like a grenade, then if you have at least 5 grenades, it splits
    up into 5 grenades, and they bounce towards anything they may find.
    If you have less than five grenades, you just fire one of the "bouncers"

    Ammo Requirements: 5 rockets for full cluster, 1 rocket for single bouncer

-------------------------------------------------------------------------------
[x.4]   Holes (Same key as Axe)

    Makes a hole in the wall... Just get close to the wall then point and
    shoot...

    Ammo Requirements: None
-------------------------------------------------------------------------------
[x.5]   Ricochet Grenade (Same key as Grenade Launcher)

    The Ricochet, affectionally called 'rubber-nose' by our
    satisfied customers, uses the patented HappyBounce (tm)
    technique to find the target.
    No more tired 'tink...tink......tink' for you, this one will
    bounce clear down the hall!

    Just bounces further than the normal grenade.

    Ammo Requirements: 1 rocket

-------------------------------------------------------------------------------
[x.6]   Glue Grenade (Same key as Rocket Launcher)

    Our latest technological break-through, the Glue Grenade
    with its recently patented SlickSuperStick (tm) coating
    (in eight designer colors) will stick to anything!
    They'll remove themselves in a hurry - and so will your
    opponents!

    Fires like an RPG, but on impact it sticks wherever it hit, then explodes
    after a random amount of time.

    Ammo Requirements: 1 rocket
-------------------------------------------------------------------------------
[x.7]   MG Point Defense (Same key as Grenade Launcher)

    Ideal for guarding your back or blazing a path up front,
    the new MaimGun PointDefense System Mk II (tm) will fire
    a stream of SerrationSpikes (tm) at any monster foolish
    enough to hang around! Drop them down a pit and listen
    to the pain!

    This fires like a grenade, then activates.  Once activated, if entity
    other than you gets near it, it will fire nails at them.

    Ammo Requirements: 1 rocket, 15 nails, and 5 cells

-------------------------------------------------------------------------------
[x.8]   Vampire Bolt (Same key as Nailgun)

    Feed off the life of your enemy! The first result of our
    profitable partnership with "666 Inc." (the FunFactory),
    this bolt will pump your opponents life force straight
    into your blood stream!

    It fires like a RPG, then if it hits something living, it drains
    their health and gives it to you.  This can not increase your
    health above 100.  If it doesn't hit something living, it fizzles.

    Ammo Requirements: 1 rocket, 1 nail (needle), and 5 cells

-------------------------------------------------------------------------------
[x.9]   Medic Bolt (Same key as Nailgun)

    Yes! By popular demand from the Coop players, here is the
    all-new, all-singing, all-dancing MedicBolt, placing the
    healing power right where it belongs: in your hands!

    Fires like an RPG, then if it hits something living, it gives it
    some health.  This can not increase health above the things maximum
    health (100 for players).  If it doesn't hit something living, it fizzles.

    Ammo Requirements: 1 rocket, 5 cells

-------------------------------------------------------------------------------
[x.10]  Armor Piercer (Same key as Super Nailgun)

    Now available in a new version with even more penetration
    power, the trusty AddPainArmorPiercing (tm) ammo with its
    UU (UndepletedUranium) core is guaranteed to pass through at
    least four Shamblers in a row!

    Fires like a nail, then when it hits something, it damages it, then
    passes right through it. :)

    Ammo Requirements: 1 nail, 2 cells

-------------------------------------------------------------------------------
[x.11]  Radio Tag Bomb (Same key as Grenade Launcher)

    Designed by our special freelance employee Mr. Nukem (just
    back from Earth, and boy does he have a story to tell!),
    this grenade is not only remote-detonated using the simple-
    to-use hand-held DoomDetonator (with lizard-skin clip-on
    belt case!), it also sticks to your enemy!
    If he's a good boy and does as he's told, you might even
    defuse the grenade - or add another one for the sure kill!

    Fires like a grenade, then if it hits something it sticks in them.
    You can always detonate or diffuse them whenever you want.

    Ammo Requirements: 1 rocket, 8 cells

-------------------------------------------------------------------------------
[x.12]  Ammo Cache (Same key as Axe)

    Your buddy in need of help? Using the very latest in high-
    tech hardware compression algorithms, a spinoff from our
    very successfull DehydratedMonster (just add hot water) (tm)
    technology, you can now launch some of your ammo to be picked
    up like a backpack!

    Fires like a grenade (Taking some of your ammo with it...) then
    turns into a backpack that can be picked up.

    Ammo Requirements: 1 rocket, plus 20 of each ammo you have enough to send

-------------------------------------------------------------------------------
[x.13]  Homing Missile (Same key as Rocket Launcher)

    The EvilEye (tm) homing missile is just what the doctor
    ordered! Low turning radius combined with maximum killing
    power and our new GoodGuy/DeadMeat IFF technology makes
    this one a must-have!

    Fires like a RPG then starts searching for enemies.

    Ammo Requirements: 1 rocket, 8 cells

-------------------------------------------------------------------------------
[x.14]  Flare (Same key as Rocket Launcher)

    Tired of trying to see in the dark? Infrared goggles
    getting you down? The SureStick BrightLight (tm) wall flare
    will lighten up your life!

    Fires like a RPG, but when it hits a wall, it lights up.  If it hits
    something other than a wall it does 1 damage.

    Ammo Requirements: 1 rocket, 5 cells

-------------------------------------------------------------------------------
[x.15]  Camera (Same key as Shotgun)

    Want to see around the corner? Check out the murky depths
    of some suspect pool? See where the suspect wind pipe leads?
    Just deploy a CatEye (tm) grenade and take all the time in
    the world having a good look around!

    Fires like a grenade, then jumps up a bit and switches your view to
    its location.

    Ammo Requirements: 1 rocket, 5 cells

-------------------------------------------------------------------------------
[x.16]  Nail Probe (Same key as Rocket Launcher)

    Our newly developed HAL9001 SuperSmart ArtificialMalice (tm)
    software is a literal smash-hit in this nasty little package!
    Send the Nail Probe gliding down the hall and around corners,
    sit back, and listen to the screams of monsters being
    perforated with high-speed PainPin (tm) ammunition!

    Fires like a homing missile, but instead of seeking the enemies and
    blowing up, it seeks them and fires nails at them.

    Ammo Requirements: 1 rocket, 20 nails, and 5 cells

-------------------------------------------------------------------------------
[x.17]  Light Bomb (Same key as Grenade Launcher)

    Moving target got you down?  Dodging player too hard to
    hit?  Here's your chance to make some frags!  Drop
    one of these babies and your enemy feels like he's
    looking at the sun.

    Fires like a grenade, then when it explodes it blinds everything around
    it.

    NOTE:  Do NOT quit Quake while the Light Bomb is in effect.

    Ammo Requirements: 1 rocket, 8 cells

-------------------------------------------------------------------------------
[x.18]  Guided Missile (Same key as Rocket Launcher)

    Want to look your enemy straight in the eye when you
    kill him?  Is your enemy around a corner?  Either way
    the guided missile is what you need.  Our new advancements
    in micro-technology allow us to stick a remote-controled
    propulsion system plus an added view-cam so you can
    see where you're going.  Enjoy!

    What can I say?  You fire it and look where you want to go.

    Ammo Requirements: 1 rocket, 10 cells

-------------------------------------------------------------------------------
[x.19]  Flame Thrower (Same key as Super Shotgun)

    This little novelty allows you to fight fire with fire.
    It uses ShellFire (tm) technology ultilizing the shells
    for a very formitable weapon.  Now you can burn your
    opponents to death in the blink of an eye.  Doesn't work
    well under water.

    Fires like... Well, a flame thrower and catches people on fire.

    Ammo Requirements: 1 shell (Don't worry, it eats them)

-------------------------------------------------------------------------------
[x.20]  Proximity Bomb (Same key as Shotgun)

    Provides a blast no one wants to get near.  Blows whoever
    gets close across the room and puts them to a quick death.
    Stick this one on a wall and run, it activates after three
    seconds.

    Fire this at a wall in front of you and it sticks, after three seconds
    if anything gets near it, it explodes.

    Ammo Requirements: 2 rockets, 1 cell

-------------------------------------------------------------------------------
[x.21]  BFG (Same key as Lightning Gun)

    This one requires no explaination.  Has the same firing
    mechanism we've all grown to love.  The only problem is
    it eats as much ammo as we've expected it always to.

    Fires like the BFG in DOOM/DOOM ][, works the same too.

    Ammo Requirements: 20 cells

-------------------------------------------------------------------------------
[x.22]  Tornado Bomb (Same key as Grenade Launcher)

    Harness the awsome power of the wind with this unique little
    device.  Throw one of these in a room and a whirlwind will
    be created with our new MegaStormSuckIn (tm) advancments.

    Fires like a grenade, then turns into a tornado >:)

    Ammo Requirements: 5 rockets, 5 cells

-------------------------------------------------------------------------------
[x.23]  Confusion Bomb (Same key as Grenade Launcher)

    This new patented WhereAmI (tm) technology will confuse
    someone so much, they won't be able to hit the broad side
    of a wall with a double shotgun.  Use sparingly, it uses
    eight cells.

    Fires like a Light Bomb, but instead of blinding them, it confuses them.

    Ammo Requirements: 1 rocket, 8 cells

-------------------------------------------------------------------------------
[x.24]  Spark Gun (Same key as Lightning Gun)

    Are your enemies too positive that they will win?  Fire a
    few balls of electrons at them and see how they feel!
    This costly weapon will charge your opponents into
    oblivion.

    Fires like, well, it doesn't really fire like anything, but it does
    fire.  When the center ball hits an enemy it will send off 3 "Sparks".
    All of the balls go straight through the enemies like the Armor Piercer.

    Ammo Requirements: 15 cells

===============================================================================
      [1]      Simple Commands
===============================================================================
[1.1]   Selecting Weapons

    There are several ways of selecting different weapons.  The easiest way
    (Which should be used by beginners to the Quake world)  Should simply
    press the number of the weapon several times until you find the one you
    want.  To keep compatibility with older Weapons patches, I have left in
    commands similar to next_grenade and prev_grenade, they are next_weapon
    and prev_weapon.  The difference is that next_weapon and prev_weapon
    change the current weapon on the weapon number you are on, but the
    older ones just changed which grenade type you were on (As that was the
    only thing that had extra weapons on it).  You can also select weapons
    directly via impulses, which are listed in section 3.2 of this document. 

-------------------------------------------------------------------------------
[1.2]   The AirGun

    To select the airgun, simply press the number for the axe (1) several
    times and it will say it is selected.

    The AirGun shoots out a burst of air and takes no ammo.

-------------------------------------------------------------------------------
[1.3]   The LaserSight

    The LaserSight can be toggled with the command laser_toggle.

    When the laser sight is active it shows up as a bright red X, unless it
    is pointing at something you can shoot in which case it turns blue.

-------------------------------------------------------------------------------
[1.4]   The ChaseCam

    The ChaseCam can be toggled with the command chasecam_toggle.

    There are two ways of changing the height and distance of the ChaseCam
    from you.

    The two ways of changing the height are either to use the commands
    chasecam_up (Move the chasecam up) and chasecam_down (Move the chasecam
    down) or to type "temp1 <height>" and then use the chasecam_setheight
    command.

    The two ways of changing the distance are either to use the commands
    chasecam_forward (Move closer to you) and chasecam_backward (Move away
    from yourself) or to type "temp1 <distance>" and then use the
    chasecam_setdist command.

-------------------------------------------------------------------------------
[1.5]   The Holes

    New with version 1.35 of the Weapons patch, there are holes... You can
    put them on a wall and then pass through the wall as if it wasn't even
    there... To use it, just press the key for the axe until it says you
    are using the hole...   One real mean thing to do in deathmatch (Or in
    coop if you are feeling especially evil >:) ) is to put the hole on
    a bridge, prefferable that is over lava or slime >:)  When your enemy
    walks over the hole.... Bye bye.. heh... But be careful that you don't
    fall in yourself...

-------------------------------------------------------------------------------
[1.6]   Death Types

    In version 1.40 of the Weapons patch, I have added an option so you can
    choose how you die (ie grab your neck like in Doom, fall down, etc.) to
    choose how you die, simply press a number from 1 to 5 the very millisecond
    you die.. heheh... Just kidding..  To choose how you die, use the commands
    death_choke, death_hit, death_fall, death_fall1, death_fall2, and
    death_random... Here is a description of them....

         death_choke   - Grab your neck like in Doom, then fall forward...
         death_hit     - Looks like you got knocked back by something...
         death_fall    - Reminds me of falling to thy death...
         death_fall1   - Fall forward...
         death_fall2   - Fall down...
         death_random  - Chooses one of the above randomly every time you die.

    so, just stick one of those in your LEVELRUN.CFG or use the command at the
    console or something...

-------------------------------------------------------------------------------

===============================================================================
      [2]      Advanced Concepts
===============================================================================
[2.1]   The Grappling Hook

    The Grappling hook is a powerful new tool for Quake.  Not only can it get
    you in places that are normally unreachable, but it can also hook into
    your enemies and do damage, while dragging them along for the ride.

    To Fire the Grappling Hook, bind a key to the command +hook.  Whenever
    you press that key, the Grappling Hook will fire, and for as long as
    you hold it, it will pull you to it.

    To shorten the chain (Get closer to Grappling Hook), bind a key to
    +hook_pull, then for as long as you hold that key, the chain will
    get shorter and shorter.

    To lengthen the chain (Go farther away from the Grappling Hook), bind
    a key to +hook_push, then for as long as you hold that key, the chain
    will get longer and longer.

-------------------------------------------------------------------------------
[2.2]   The Guided Missile

    To control where the Guided Missile goes, simply look in the direction
    you want it to go.  It might be a good idea to start using the mouse
    just for this if you don't already.  To look, either use the look up
    or look down keys, or use KeyBoard look or Mouse look.

    Also, you can control the speed of the missile by binding keys to the
    command missile_slow (Slow missile down) and missile_speed (Speed the
    missile up) and use those keys to do it.

    While flying the missile, you can automatically make it explode by
    pressing the jump key.

-------------------------------------------------------------------------------
[2.3]   The *NEW* Cheat Codes

    There are some new cheat codes in the weapons patch, they are activated
    with not one, but TWO impulses.  But you don't need to bother youself
    with that as I have aliased some commands to them... Here they are:

       COMMAND            WHAT IT DOES
       cheat_off       -  Turns off God Mode
       cheat_multimode -  Turns on "Multi Mode" (Full ammo and God mode)
       cheat_ammo      -  Gives you 200 ammo every two seconds.
       cheat_killammo  -  Stops giving you ammo every two seconds.
       cheat_keys      -  Gives you the keys.

    Please note that the cheat codes can not be used during a multi-player
    game.

    Example (At Console) to bind "Multi Mode" to the G key:
       bind g "cheat_multimode"

-------------------------------------------------------------------------------
[2.4]   Special Files

   Currenty the only special file is LEVELRUN.CFG, it is executed when
   you start a level.

-------------------------------------------------------------------------------

===============================================================================
      [3]      References and Stuff
===============================================================================
[3.1]   Binding keys

    Binding is the process of making a key do something in Quake.  To bind
    a key to a command you type:
       bind "<key>" "<command>"
    (Do type the Quotes, but not greater than and less than symbols)

    Example (Toggles GOD mode when you press G):
       bind "g" "god"
       
    When this document refers to binding a key to an impulse, you use the
    syntax:
       bind "<key>" "impulse <impulse number>"

    When it refers to binding a key to a command, use the syntax:
       bind "<key>" "<command>"

    Also, note that you can make one key do more than one thing by separating
    the commands with a semicolon like this:
       bind "<key>" "<command 1>;<command 2>"

    And you can do that for any number of commands... Like this...
       bind "<key>" "<command 1>;<command 2>;<command 3>;.............."
    
-------------------------------------------------------------------------------

[3.2]   Impulses

    This is the IMPULSES.TXT file.

Please note that impulses can be binded to keys like this (From the console):
   bind "<key>" "impulse <impulse number>"

And commands can be binded like this (From the console):
   bind "<key>" "<command>"

Also note that it is best to bind the impulses/commands to a key to use them,
as some of them will not work without doing so, and the ones that do, you have
to turn off the console for them to take effect.

    IMPULSE #       WHAT IT DOES

       201           Directly select Nail Bomb
       202           Directly select Nail Launcher
       203           Directly select Bouncing Cluster Bomb
       204           Directly select Holes
       205           Directly select Ricochet Grenade
       206           Directly select Glue Grenade
       207           Directly select MG Point Defence
       208           Directly select Vampire Bolt
       209           Directly select Medic Bolt
       210           Directly select Armor Piercing
       211           Directly select Radio Tag Bomb
       212           Directly select Ammo Cache
       213           Directly select Homing Missile
       214           Directly select Flare
       215           Directly select Camera
       216           Directly select Nail Probe
       217           Directly select Light Bomb
       218           Directly select Guided Missile
       219           Directly select Flame Thrower
       220           Directly select Proximity Bomb
       221           Directly select BFG
       222           Directly select Tornado Bomb
       223           Directly select Confusion Bomb
       224           Directly select Spark Gun
       225           Directly select Air Gun
       226           Directly select Bow and Arrow
       227           Directly select Proton Storm

  COMMAND           WHAT IT DOES

  next_weapon        Changes to the next weapon on your current weapon number
  prev_weapon        Changes to the previous weapon on your current weapon number
  show_weapon        Show the current weapon

  detonate_rtb       Detonates all of your RTBs
  diffuse_rtb        Diffuses all of your RTBs

  remove_camera      Destroys all of your cameras and returns you to your
                     normal viewing position

  missile_slow       Slows down Guided Missile (While using)
  missile_speed      Speeds up Guided Missile (While using)

  +hook              Throw Grappling Hook
  +hook_pull         Take chain (Shorten)
  +hook_push         Give chain (Lengthen)

  chasecam_toggle    toggles the ChaseCam on and off
  chasecam_on        turns chasecam on if it is off
  chasecam_off       turns chasecam off if it is on

  chasecam_forward   moves chasecam closer to player
  chasecam_backward  moves chasecam further from player

  chasecam_up        moves chasecam up
  chasecam_down      moves chasecam down

  chasecam_setheight sets height to temp1 var
  chasecam_setdist   sets distance of chasecam from player to temp1

  laser_toggle       Toggles the LaserSight

  cheat_off          Turns off God Mode
  cheat_multimode    Turns on "Multi Mode" (Full ammo and God mode)
  cheat_ammo         Gives you 200 ammo every two seconds.
  cheat_killammo     Stops giving you ammo every two seconds.
  cheat_keys         Gives you the keys.

  death_choke        Read more on death types
  death_hit                    "
  death_fall                   "
  death_fall1                  "
  death_fall2                  "
  death_random                 "

-------------------------------------------------------------------------------
[3.3]   Ammo Requirements

      This is just the AMMO.TXT file.

List of Weapons and how much ammo they take:


Standard Grenade - SHELLS   0                 Nail Bomb        - SHELLS   0
                   NAILS    0                                    NAILS    15
                   ROCKETS  1                                    ROCKETS  1
                   CELLS    0                                    CELLS    0
                                      
Nail Launcher    - SHELLS   0                 BCB              - SHELLS   0
                   NAILS    15                                   NAILS    0
                   ROCKETS  1                                    ROCKETS  5
                   CELLS    0                                    CELLS    0
                                      
Holes            - SHELLS   0                 Ricochet Grenade - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  0                                    ROCKETS  1
                   CELLS    0                                    CELLS    0
                                      
Glue Grenade     - SHELLS   0                 MG Point Defence - SHELLS   0
                   NAILS    0                                    NAILS    15
                   ROCKETS  1                                    ROCKETS  1
                   CELLS    0                                    CELLS    5
                                      
Vampire Bolt     - SHELLS   0                 Medic Bolt       - SHELLS   0
                   NAILS    1                                    NAILS    0
                   ROCKETS  1                                    ROCKETS  1
                   CELLS    5                                    CELLS    5
                                      
Armor Piercer    - SHELLS   0                 Radio Tag Bomb   - SHELLS   0
                   NAILS    1                                    NAILS    0
                   ROCKETS  0                                    ROCKETS  1
                   CELLS    2                                    CELLS    8
                                      
Ammo Cache       - SHELLS   0 + ??            Homing Missile   - SHELLS   0
                   NAILS    0 + ??                               NAILS    0
                   ROCKETS  0 + ??                               ROCKETS  1
                   CELLS    0 + ??                               CELLS    8
                                      
Flare            - SHELLS   0                 Camera           - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  1                                    ROCKETS  1
                   CELLS    5                                    CELLS    5
                                      
Nail Probe       - SHELLS   0                 Light Bomb       - SHELLS   0
                   NAILS    20                                   NAILS    0
                   ROCKETS  1                                    ROCKETS  1
                   CELLS    5                                    CELLS    8
                                      
Guided Missile   - SHELLS   0                 Flame Thrower    - SHELLS   1
                   NAILS    0                                    NAILS    0
                   ROCKETS  1                                    ROCKETS  0
                   CELLS    10                                   CELLS    0
                                      
Proximity Bomb   - SHELLS   0                 BFG              - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  2                                    ROCKETS  0
                   CELLS    1                                    CELLS    20
                                      
Tornado Bomb     - SHELLS   0                 Confusion Bomb   - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  5                                    ROCKETS  1
                   CELLS    5                                    CELLS    8
                                      
Spark  Gun       - SHELLS   0                 Air Gun          - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  0                                    ROCKETS  0
                   CELLS    15                                   CELLS    0 
                                      
Proton Storm     - SHELLS   0                 Axe              - SHELLS   0
                   NAILS    0                                    NAILS    0
                   ROCKETS  0                                    ROCKETS  0
                   CELLS    50                                   CELLS    0 


-------------------------------------------------------------------------------
[3.4]   Patch Availability

   All of the non-beta releases are being put on:
                       ftp://ftp.cdrom.com/pub/idgames2
                  or   ftp://ftp.cdrom.com/pub/quake    (same site really...)
   Which in my opinion you should check every day for new files anyway...

   If you want to test the betas, E-Mail me at DragonMaster@zebra.net

-------------------------------------------------------------------------------
[3.5]   What's THIS File?

   A list of files and what they're for.

   PAK0.PAK      -  Main Data File, has Lots of Stuff in it.
   CONFIG.CFG    -  Default configuration file.
   LEVELRUN.CFG  -  Default LEVELRUN.CFG
   WPN140B.TXT   -  Standard description file.
   HELP.TXT      -  You're reading it.
   INSTALL.TXT   -  How to install the Weapons Patch.
   IMPULSES.TXT  -  What the impulses and commands are.
   DESCRIBE.TXT  -  Description of all the weapons.
   AMMO.TXT      -  Ammo Requirements for weapons.
   NEWSTUFF.TXT  -  What's new since 1.3o ETA.
   CREDITS.TXT   -  Credits to people who helped this patch live.
   SABER.TXT     -  Information on Light Saber
   SABER.ZIP     -  Read SABER.TXT
   PGRAMMER.QC   -  Cheap way of telling if you are a QuakeC programmer :)
   FILE_ID.DIZ   -  Description of the patch for BBSs.
   DRG_BBS.COM   -  May or may not be there, if it is, it's just a BBS ad that
                    only works in DOS or fullscreen mode :) .

   Note also, that there is a map called BABEL.BSP in the PAK0.PAK, to play
   it type "map babel" from the console.

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[3.6]   Bugs/Quirks

   This section of the document contains info on bugs and stuff...

   Where to send bug reports:
      If for some odd reason a bug appears in your version of the Weapons
      patch, first check on ftp.cdrom.com for updates, then e-mail me
      at DragonMaster@zebra.net

   Known Quirks:
      You can't do loops with the guided missile, this is a limitation
      to the Quake engine.

   Known Bugs:
      Hey, the holes aren't perfect, but they're pretty close to it.
      The only known bug with the hole is sometimes it sticks you in
      a place where you can't move (Not often though!)  This is the
      best thing like it I've seen.

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[3.7]   Coming Soon
   This section tells some stuff that's coming soon to the patch...

   Very near future:
       - A BOT! As soon as I get code for a descent BOT, I'll put him in.
         I was really hoping for the Reaper Bot, but I can't seem to find
         source for that, and ProQCC still has a few bugs in it...
       - New Weapons (Of course)
       - More models
       - Anything else you might want that you E-Mail to me
         (DragonMaster@zebra.net)

   Sometime in the future:
       - My OWN bot, I'm in the process of making it, may take a while tho.
       - Severed Limbs and stuff... >:)  I don't currently have a model
         editor that will import frames, and is free...

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