Quake 2 HoloGram ============================================================================ Title : HoloGram v 1.4 Author : Khelan Email Address : jmueller@systema.westark.edu (please report bugs) Description : A HoloGram for Quake2 Additional Credits to : id software for making such a great game and for letting us modify the gameplay. ============================================================================ * Play Information * Single Player : Yes (I guess, Why?) Deathmatch : Yes, Definately New Sounds : No New Graphics : No New Music : No * Construction * Base : Quake2 DLL Source Compiler(s) Used : LCCPUB Known Bugs : Holo can't move into or in water. Build Time : *shrug* * Install Instructions * 1- Create a directory under your Quake2 home directory, name it something like "Holo" (will end up like \quake2\holo). 2- Unzip this archive into the new directory. 3- Run Quake2 with the command line "quake2 +set game holo" (or whatever you named the directory). (The config file holomove.cfg should automatically execute.) 4- Have Fun! * Other Info * I designed the HoloGram so that it does two main functions: 1) Creates a diversion for enemies in the game (so they go after it). 2) Allow you to use the HoloGram as a method of locating enemies. When activated, the HoloGram will start in the exact spot you are in. It will face the way you are facing, and have the same skin and model you have. One thing that is different from the HoloGram and the player is that the HoloGram is NOT solid, you can walk through it, shoot through it, etc. It will NOT active rockets, grenades, etc. (if they hit it, they go right through). During the player's think function, a function is called that will update the HoloGram with certain information, like modelindex and skinnum. In laymans terms, if you jump it jumps, if you crouch it crouches, if you flip someone off it flips someone off as well. One important thing to remember is that wherever you spawned it at, it will ALWAYS stay at that origin when in mimicking mode (looks like it is running in place if you are moving). The command 'cmd holomimic' (bound to 'y') will make it stop mimicking your movements. When it is not mimicking your movements, you can move it. Using the bindings for HoloGram movement, you can make it move into different locations. There are only a couple restrictions, the first is that it can't move into or in water. The second main restriction is that it can't drop off of ledges. In non mimicking mode, if another player (not yourself) comes near it and is visible, it will face that player and give you a message that someone is near it. It will also tell you when that player leaves its sight. It will only face one player at a time, also you can only have one HoloGram at a time. The HoloGram (by default) costs 5 cells to use. The server admins can change this using the "holocost" variable. A scanner is also ready to by used. The scanner will search the immediate area, and destroy any HoloGrams that the person can see. The scanner costs 2 cells by default, but server admins can change this amount with the "scancost" variable. The original keys (should be in the config.cfg): D = Create the HoloGram (cmd holocreate) Y = Toggle HoloGram mimicking (cmd holomimic) F = Destroy HoloGram (cmd holoblow) New bindings that players need to map themselves (these only work in non mimicking mode): +hgf = HoloGram moves forward. +hgb = HoloGram moves backward. +hgr = HoloGram moves right. +hgl = HoloGram moves left. +hgc = HoloGram crouches. hgj = HoloGram jumps. * Files in Archive * gamex86.dll the game file config.cfg config hologramv14.txt this file holomove.cfg aliases for moving the hologram autoexec.cfg the file that executes holomove.cfg * Future Plans * Clean code, improve. Fix it not being able to move into and in water. Allow it to drop off of ledges, etc. * Availability * ftp://ftp.cdrom.com/pub/quake2/dlls/misc/hologramv14.zip My HomePage at: http://www.geocities.com/TimesSquare/Battlefield/8299/ * Legal Stuff * Read id's legal statement about dll mods.