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InsideQC Forums • View topic - Wanted: Smokescreen Grenade

Wanted: Smokescreen Grenade

Discuss programming in the QuakeC language.

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Wanted: Smokescreen Grenade

Postby OneManClan » Sat Feb 28, 2009 6:26 pm

Hi Quake Gurus,

Hello there!! (My first post here!) :)

I'm not a programmer. I know basic C, but am a total newbie when it comes to Quake C. I run an event called the , which uses variation of a Quake1 CustomTF called . We're currently doing a little 'code housekeeping', and I would LOVE to introduce a new type of grenade - the 'smokescreen grenade'.

I don't know if any Guru has programmed such a thing, or even if it's possible, but here's the idea: A gren that throws a cloud of smoke which is opaque (non-see through). The purpose of this gren is to be thrown in open areas to give players cover from sniperfire. Throw, after 3 seconds it explodes , 1 sec as cloud forms, 5 secs total cover, 3 secs till it clears. You can't see inside the cloud from the outside, maybe it's slightly (10%?) transparant. Can this be done? Is this possible? The closest thing I can think of is the gas grenade used by spies in TF, just need the cloud bigger, and opaque.

Someone on irc mentioned that it could use the same method as the pyro 'fire' to create a non-see through 'ball of gas' effect.

I know inevitably it will be thrown indoors as well, and I'm not sure what to do about that. It needs to be big enough to give *some* cover from snipers in open areas (eg the bridge in 2fort5), but somehow not turn the inside of the base into a big mess. Solutuions include making it so people can only carry one, making them really expensive, or even make it so they won't work unless theres a 'sky' directly above ...(?)

Anyway, these issues can be solved later, the main thing now is the actual effect.

Can it be done?


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Postby MauveBib » Sat Feb 28, 2009 6:33 pm

It all depends on which engine is being used. In stock quakeworld it's pretty difficult to get a realistic smoke grenade effect, but with custom engines it's a much easier task.
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Postby OneManClan » Sat Feb 28, 2009 6:45 pm

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Postby leileilol » Sat Feb 28, 2009 8:53 pm

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Postby MauveBib » Sat Feb 28, 2009 8:56 pm

Apathy Now!
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Postby OneManClan » Sun Mar 01, 2009 6:10 am

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Postby scar3crow » Wed Mar 11, 2009 4:49 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby OneManClan » Wed Mar 11, 2009 11:14 am

Last edited by OneManClan on Wed Mar 11, 2009 2:42 pm, edited 1 time in total.
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Postby Spike » Wed Mar 11, 2009 2:06 pm

.
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Postby MeTcHsteekle » Wed Mar 11, 2009 2:16 pm

bah
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Postby Spike » Wed Mar 11, 2009 4:57 pm

.
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Postby MeTcHsteekle » Wed Mar 11, 2009 7:35 pm

bah
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Postby Spike » Wed Mar 11, 2009 8:17 pm

.
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Postby scar3crow » Tue Mar 17, 2009 3:50 pm

OneManClan; Sadly I am not qualified to code such a grenade, I understand the logic, but never the idiosyncrasies of implementation. Believe me, I gave it a go, perhaps another community member can help you... *eyes the numerous very good coders who frequent the forums*

I am however very interested in AGR, I enjoy CustomTF and always loved TF and MegaTF as well. Though my skills have greatly declined, and I never joined the bunnying revolution, so I'm a more traditional slower Quake mover, would I have a place in an AGR match despite not bunnyhopping?
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby MauveBib » Tue Mar 17, 2009 5:27 pm

OneManClan: You are obviously working off the assumption that it's possible to achieve something like the current gas grenade, and that's just not the case. The "gas grenade" effect is a built-in effect of Quake, the Cthon lavasplash, which is hardcoded into the engine. Coming up with something similar just can't be done in QC in standard quake, so any results will be far, far uglier than the current gas grenade effect.
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