Jedi Quake 3.8 - Revenge of the Bots

by Cara Quinn

Thanks to Derek London for making his code available, Ednun for some of these sounds, Ronin for early beta testing, and to Andre and Farhan for hosting the Jedi Quake mod on tbrn.net.

IMPORTANT NOTE:  There are two versions of this release.  One is ONLY for Death Match, and the other can work in single player mode or in death match.  

Each version has a two letter code to distinguish it.  The single player version is followed by the letters SP in its title and its folder name, and the death match version is followed by the letters DM in its title and its folder name.  

Please DO NOT run the DM version of this release in single player.  The game will crash.  
  The difference in the two versions is that the single player version has all of the taunts and death messages mods inactive, thereby allowing it to run in single player mode.  If you would like these mods, you'll need to install and run the DM version of this release.  

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Enhanced Force Push

  In this Release,the force push has been upgraded to allow you to push rockets and grenades away from you, back toward their owner.  This will happen automatically with the usual force push, when you have enough force power to do so.  The enhancement requires at least 200 force in order to work, and uses 10 force for each object pushed.  

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Audible Rockets

  The rockets now make a sound as they travel, so they can be heard and avoided or pushed.

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Bouncing Blaster Bolts

  Impulse 80 now toggles between two modes of the blaster.  The first is the usual, where the blaster bolts travel straight ahead and explode upon contact with something.  In the second, the blaster bolts again, travel straight ahead but will ricochet off of what they contact, with the exception of entities who are not protected by light sabers.  

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Enhanced Bots

  The most signifigant feature of this release is the enhancement of the bots.  They can now use all of the weapons and force powers that a player can.  In addition, they can also drop thermal detonators and will now move around levels more intelligently, looking for other entities.  

  The bots' behavior can be modified from the mod.cfg file in your Jediquake folder, by editing the values of three variables, in any text editor.  
  Simply open the mod.cfg file in your favorite editor, and look for the variables called:

bots_detpack
bots_newskill
bots_switchtime

  These variables control aspects of the bots behavior and are documented along with the variables themselves, in the mod.cfg file, in the form of comments above each variable.  So you can get a brief explanation of each as you edit its value.  
  
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Jet Pack

by Harlequin, modified  by Derek London, further modified by Cara Quinn

Description:

  This mod allows the player to fly around a map in the direction they are facing.  

Notes:

  to activate the Jet Pack, tap the space bar twice quickly and then once again to land.  If you're high enough in the air, you can then tap the space bar once again to power up the Jet Pack again after you decrease your altitude.  Impulse 78 toggles the sound of the Jet Pack turbine while you're in the air.  

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Wind Hazard Warnings

by Cara Quinn

Description:

  This mod changes the usual hazard warnings you hear while suspended from the grappling hook or while flying with the Jet Pack.

Notes:

  Impulse 76 toggles this mod on / off.  

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EM Pulse

by Cara Quinn

Description:

  This is a weapon that renders all electronics in a radius, unusable for approximately two minutes.

Notes:

  Impulse 79 fires the pulse, which requires 150 health and 150 cells.  The pulse effects the player who ffires it as well, with their electronic weapons being effected for aprox one minute whereas other players electronics are effected for aprox two minuts.  The pulse also causes dropped thermal detonators to detonate.  
  If a player expires and respawns, they'll still need to wait for the duration of the pulse before their electronics become operational again.  

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enhanced ESR

by Derek London, modified by Cara Quinn

Description:  

  This mod allows the ESR's showing of other entities to be greatly enhanced, making it much easier to play the game.  Impulse 77 toggles this feature on / off.

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Force energy / backpack mods

by Cara Quinn

Description:

  In addition to a player's health, now there is a force energy level.  This is used by the force powers in place of the health they previously used.  All of the upcoming force powers will also use a player's force level as well.  This does not change the effects of the force powers themselves.  In other words, if a power does damage to an opponent, it will still act the same, but instead of costing the player who uses it, health, it will cost force points, unless of course otherwise stated in it's description.  Force energy can be recharged,along with health, by touching the health boxes.  
  Secondly, the backpacks which players and bots drop, now contain 10 points of health, in addition to a player's light saber if they have one when they expire, rather than the usual weapons / ammo.  

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Jedi Mind Trick - Saber Disarm

by Cara Quinn

Description:

  This is another of the force powers in this mod, and is a variation of the mind trick used in the Star Wars films where an adversary would try to disarm a Jedi by asking for their weapons via the force.  

Notes:

  Impulse 68 initiates this power, which can only be done if the opponent is using their light saber at the time.  If the opponent has less force energy than the player using the mind trick, then it will be successful and the opponent will no longer have their light saber.  If both players have equal force energy or the player doing the mind trick has less than the opponent, then the trick will work a percentage of the time.  
  Once a player is disarmed, they can either obtain a light saber by disarming another player, or take it from an opponent's backpack, providing the opponent has a light saber when they expire.  

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Thermal Detonator

based on the Detpack Bomb by Smoke2Much, modified by Derek London, and further modified by Cara Quinn

Description:

  This mod simulates a backpack like those dropped by players / monsters after they die, it however, is an explosive device.  

Notes:

  Impulse 20 drops the backpack containing the thermal Detonator.  If a player other than the one who dropped it, picks it up, it then explodes, doing damage to them, and in a radius around them as well.  
  Each detonator subtracts 5 rockets from the player's ammo who drops it.  
  A player may have only one thermal detonator active at a time, and may drop another one as soon as the first is detonated.  

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Jawas Stun Gun

based on the Freezer Gun mod by Dane, modded by Derek London, and further modded by Cara Quinn

Description:

  This is the Jawas stun weapon from the first Star Wars film.  

Notes:

  this weapon is called by impulse 75 and uses three cells per shot.  It immobilizes an opponent physically, during which time they also cannot fire weapons to attack their opponent.  this lasts about five seconds and is accompanied by an electrical sound as the player is held in place.  

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  Taunts

by Cara Quinn

Description:

  this mod consists of three different features.  Audio Death Messages, and two forms of Taunts 

Notes:

  Impulse 72 toggles the playing of your own audio death messages on or off.  Impulse 73 plays a random taunt during the game that other players can hear.  Impulse 74 plays a random taunt from the Star Wars films.  

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Electro Grapple

Inspired by Farhan, coded by Cara Quinn

Description:  

  This is a modification of the Grappling Hook below to make it even crazier!  Or should I say, like a Taser on crack!  lol!  

Notes:

  Impulse 55 switches to this mode of the Grappling Hook from the other two modes, cycling through all three.  In this mode, the hook is simply lethal, terminating an opponent on contact.  To use the hook like this, you simply fire it as you would normally, in this case however, you must have at least fifty points of health.  When the hook is used in this way, upon the termination of the opponent, the player who fired the hook takes up to fifty points of damage, and cannot fire the hook again for any reason, until it recharges, which takes about three seconds.  

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Force Powers

Force Push

by Cara Quinn

Description:

this is the first of several force powers based on the Star Wars films.  Force push pushes an entity away from you and damages them somewhat. 

Notes:

  Impulse 67 initiates the force push.  In order to push someone, they must be in front of you, and fairly close to you.  You also must have at least 10 health, as your health will be decreased by 10 each time you do a successful push.  If your health is less than the entity you're pushing, it may not always work.  
  When an entity is pushed, they immediately are whirled around to the opposite direction from you and pushed very rapidly away from you, and take a bit of damage in the process.  Also, if they can't move in the direction they're being pushed, they'll move only as much as they can, and take quite a bit more damage because of the collision.  

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Audio Crosshair

by Cara Quinn

Description:

This feature adds an additional sound along with the usual ESR warnings, which tells the player when a creature is exactly within the aim of their weapon.  

Notes:

  Impulse 26 toggles the audio Crosshair on or off.  It defaults to on at the start of the game.  
Either type  impulse 26  in the console during game play, or bind impulse 26 to a key.  
If you're not familiar with how to do this, you can see examples of it in your config.cfg file in your id1 folder.  

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Vampiric Laser Grapple

by Tux

modified by Cara Quinn

Description:

  This is a Quake II style Laser Grappling hook (by Tux), which I've modified to be vampiric.  In other words, it works exactly as the laser grappling hook does including damaging enemies when it contacts them, with one exception; the player receives the amount of damage that is done to an enemy, as health.  So if an enemy has 50 points of health, and the player contacts them with the grappling hook, they receive 50 points of health at the same rate that the enemy loses it.  

Notes:

Impulse 24 fires the hook and impulse 25 resets it.  If you find you can't seem to move, this is probably why, as you'll be still suspended from the hook and will need to release it.  
The hook will now reset automatically if the player expires while suspended from it.  This was a bug, in my opinion, with the original mod. 
impulse 55 toggles the hook between being vampiric and normal.  either type impulse 55 into the console during game play or bind it to a key.  If you're not familiar with how to do this, you can find examples in your config.cfg file, located in your id1 folder.  
The player's health can reach a limit of 500 with the hook, after which it will work as usual, until the player's health drops below 500 again, in which case the hook will again, become vampiric.  
  
Here are the aliases I have in my autoexec.cfg file for this.  

// This one fires it forward and up
alias +grappleAbove "+lookup; wait; wait; impulse 24"
alias -GrappleAbove "-lookup; force_centerview"
// This one fires it up and out in front of you some distance
alias +GrappleUp "+lookup; wait; impulse 24"
alias -GrappleUp "-lookup; force_centerview"
// This one is self explanatory
alias +GrappleStraightUp "+lookup; wait; wait; wait; impulse 24"
alias -GrappleStraightUp "-lookup; force_centerview"

You'd then bind these to keys in your config.cfg file.  

Mods:

  Needed to rename the hook folder to Grapple for sounds to work properly, as well as edit precache commands in weapons.qc to reflect the change; mod tutorial was incorrect.
Also needed to add a condition in the if statement in impulse commands function in weapons.qc to check whether player was suspended from the hook so hook couldn't be re-fired while player was suspended from it.
Added a call to the BreakHook () function at the top of playerdeaththink () in client.qc so hook now resets as player expires.  

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Tele Grenade

by Cara Quinn

Description:

  This is a grenade which teleports the player to where it detonates.  

Notes:

  Impulse 56 fires the grenade, which does half damage upon explosion.  It will bounce off of enemies rather than exploding directly on them, but will damage them if they are in the radius of it's explosion.  
  The player then emerges from the center of such.  
  The player does not need to have ammo to use this device.  

Known Bugs:

  Occasionally, the player will not teleport properly, and be unable to move aside from turning.  If this happens, re-firing the grenade should repair this.  
  If it continues, simply repeat.  I'll update this as I know more about what causes it and how to repair it.  
  Sorry for the inconvenience...  

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Direction of Entities

by Cara Quinn

Description:

  This modification allows the player to tell the direction an entity is facing, I.E. whether the entity can see them or not, giving the player the element of surprise if they wish.  

Notes:

  Impulse 57 toggles this feature on or off.  This mod plays a different sound than the usual for entities, when they are faced away from the player, so the player knows if they can be seen by the entity in question, or not.  

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Star Wars Blaster

by Cara Quinn

Description:

  This is a Star Wars style blaster.  

Notes:

  This weapon is called with impulse 60, and is present if using the impulse 9 cheats as well.  It uses cells as ammo, and expends two per shot.  I've also tweaked the bots slightly, so they can use this weapon if they take it from you, and fire more like a human as well.  

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Star Wars Light Saber

by Cara Quinn

description:

  Star Wars Light Saber which can also act as a shield, as in the films

Notes:

  Impulse 63 to turn it on, and 64 to turn it off.  changing weapons away from it will also automatically turn it off.  To swing the saber, simply use the attack key, or continue to use impulse 63.  
  The saber will move from your left to your right and vice versa, crossing in front of you once per swing.  In order to hit an enemy with it, they must be roughly centered in front of you as with the axe but at a greater distance as this weapon has a longer reach.  
  The Light Saber also acts as a shield as in the Star Wars films.  for a short time, (only as you swing the saber) you'll be protected from damage.  So if an enemy is firing at you, simply swing the saber as the Jedi did in the films to block the attacks.  
  the Light Saber will make different sounds depending on whether it contacts an entity or a wall or just swings through the air.  Impulse 66 toggles whether the Light Saber makes hit sounds when hitting a wall or other map features.  
The saber will also hum at idle when not being swung, as in the films, so you'll hear it on whatever side of you it's being held at the moment, and others will hear it too, so it can give you away unless you turn it off.  

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Silencer

by Cara Quinn

Description:

  This is a silencer which works with both of the below weapons.  it can be turned on or off with impulse 58.  When off, both weapons fire with their normal sounds at their normal volume.  With the silencer on, they will be much quieter, with a different sound when they fire, so as not to draw attention to yourself.  

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Sniper Rifle

by Kryten and Anarchy

modified by Cara Quinn

Description:

  This sniper Rifle came from two tutorials from Inside 3D by the above authors and is being extensively modified by me.  

Notes:

 Impulse 61 calls the rifle.  
The sniper rifle greatly extends the range of the ESR while the weapon is being used, so one can target enemies and fire it from great distances as it was designed.  The range will then return to normal when one switches to another weapon.  

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Pistol

by Cara Quinn

Description:

  A small pistol.  

Notes:

  Impulse 62 calls the weapon.  
  The pistol will do an increasing amount of damage depending on how close you are to an enemy.  It will also fire six shots and then automatically reload after several seconds, during which time you'll not be able to fire it.  If you've still got the pistol selected as your weapon, you'll hear a reloading sound to let you know when the pistol is reloaded and ready to fire again.  If you've changed to another weapon, you'll not hear the sound and will need to switch to the pistol to see if it can be fired again.  

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Leaving Unwanted Weapons

by Cara Quinn

Description:

  This mod allows you to decide if you'd like to pick up weapons during a game as you pass them by or not.  Impulse 59 allows you to toggle this feature on or off.  When on, you'll be able to walk right over a weapon without picking it up and automatically switching to it.  When off, you'll pick up and switch to new weapons normally.  

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Direction of Slopes

by Cara Quinn

Description:

  This mod allows the ESR to distinguish between upward slopes and downward sloeps around the player.  

Notes:

  Impulse 65 toggles this mode on or off.  With it on, upward slopes are rising tones based on the original ESR slope tones, and downward slopes are similar downward tones.  With the mode off, the ESR acts as normal.  
  If you'd like to change the wave files used for the tones, all you need to do is preserve the appropriate file names and the new tones will be used.