Whoa, you actually downloaded my Unreal Gun? Did I pay you? No? Guess what, its version 1.2, compatible with unreal 2.20, so quit emailing me saying it dont work! Well this README is supposed to accompany the DSPCC, or Dynamically Syncronized Particle Collector Cannon, Which has been my obsession for about a month or two. Be warned that this thing, although I havent been able to try it out much in netplay since about version 0.4 (internal), will probably be instant death to your connection due to some of the effects. I could probably fix this if there's enough interest, but right now I'm fuming about the 2.20 patch breaking mod compatibility so dont expect much in the way of future versions till that comes out. . Ah well at least they're dedicated to making it better, for free. Known bugs: Dont try to change the crosshair while the DSPCC is your current weapon, try it and you'll see why I dont reccomend it. There's only one crosshair ( well technically 2) for the DSPCC anyways. Also, dont be holding any buttons when you pick the gun up, it screws up the HUD changing. Other than that, I dunno, there sure were a lot of bugs in this thing but I think most of em are squashed, if you find one, lemme know at fofai@earthlink.net ( no mailbombing please). ( Anyways I cant write a readme to save my life) but I'll try and explain it here: > > altfire charges the weapon up, as is evidenced on the HUD (BTW the > crosshair now points to where the gun will hit. nifty eh?) > > firing with a target lock fires a cool homing projectile that has some > neat effects ( see to believe) > firing without target lock fires a Space Displacement Bomb, really > cool. deals continuos damage in an evergrowing radius modified by the > power at time of launch. > Note that you can only have one deplayed at a time ( having manyof them > out was blowing you out of the level for some wierd reason). > > pressing the fire button while also holding altfire will fire an > ASMD-ish shot that will drain your current charge, for times when rapid > light firepower is necessary. > > pressing the fire button with no charge will launch a grapple, which is > trailed by a particle beam. upon landing the grapple will not pull you. > to make it pull, press the altfire button. to stop the pulling, release > it. this is nifty because you can switch weps and it still works. > > the particle beam does LOTs of damage, 50 per contact to anyone but > you. I killed a square room filled with 57 skaarj warriors ( the > weakest ones) in one minute and 27 seconds giveortake a few seconds for > me to hit the button on my wristwatch to stop the cronometer on it. > (heh, the number of gibs made my system almost freeze too hehe) > > on to the indirect features: > modified ITSHUd (duh) that automatically activates when you pick up the > weapon and deactivates when you switch. Fixes all the old ITSHUD > problems, only displays creatures that are actually important (no more > flyswarms). > weapon charge, aside from the very visible effect on the gun, is > diplayed on the HUD both graphically and numerically by 2 separate > displays, one of a red bar and one on white numbers. > > Accquiring a target lock will bring up an image in the upper lefthand > corner of your screen containing pertinent info about that target, > including name, class, current weapon, health, team name, etcetera. > Information displayed for monsters is understandably less. > > the targeting reticle is no longer locked into place in the center of > the screen, rather it now follows where the weapon will actually strike, > similar to the lasersight, but this is in the HUD and is not visible to > others. > > the HUD still displays enemy locations through walls, I think of this as > a feature not a flaw =). > > There was another ability, that to generate a vortex grenade that picked > up everything that wasnt bstatic in the world. Items, people, projectiles, misc > decorations ( no trees though because trees are bstatic! ARGH! that was > the whole reason I wrote it you know, to see the trees fly around). Its > disabled right now because it would make things fall/fly from the level, > I dont know why ( do you?). > > It contains lots of new models. and textures ( no sounds though. I had > some but everytime I loaded the firing sound it made Unrealed discard > all my changes in code and go to a very early version of the code.... > like theold version was contained within the .uax file?) the gun mesh > is of my design, and was animated by Max Smoke. very cool stuff. > > So what do you think? is it allright? Email me or ICQ me, my num > is 9108607, Crescent. (Dont bomb me please) Either way I'd appreciate > knowing and hearing your feedback before I go any further with this. > > >CREDITS: > Original(now much modified) line entity code: xNichG > Model: Max Smoke > The Rest: Crescent (!!me!!) > To summon it, type summon borg.dspac in the console. I'm assuming you alreadyknow how to install an nureal mod so I'm not going to detail it here Addition Note from the model's creator, animator, and mega-beta tester supreme; Max SMoke: Be careful about firing your hook into a already placed energy ball, you will crash Unreal half the time! BTW, don't you think it's funny that a man, myself, who worked over 400 hours on this gun is only mentioned once in the credits? Why don't you ask Cresent why? ;) If you need any models for you next Unreal project you can contact me at Max SMoke ICQ: 9161052 or through E-Mail at maxsmoke@mail2.quiknet.com