Bouncing Betty's for QUAKE seen Blown Away? Yes? yo know what these are No? These work a little differently. You toss'em out and they go into wait mode. they just sit there innocently until some freak comes near'em, then they pop up and give the area a shrapnel spray at crotch level. To quote Dark Helmet: "Say goodbye to your two best friends, and I don't mean your pals in the Winnebago" Works like the Cluster Bomb launcher, bind a key to the impulse (71 for now), hit the key to choose the weapon, attack button shoots. simple OK, this is gonna take explaining. At the risk of making combining of weapon patches possibly EXTREMELY troublesome, I screwed around a bit with the stuff in WEAPONS.QC and ITEMS.QC. SHRAPNEL.QC has the touch func used by the Bouncers and the FragRockets. Bouncer.qc has the main bouncer code ADD shrapnel.qc to your progs.src BEFORE you add bouncer.qc bouncer.qc needs to be before ITEMS.QC and WEAPONS.QC ex: progs.src: ..\progs.dat defs.qc ... shrapnel.qc bouncer.qc ... items.qc weapons.qc ... EOF For the internal changes, i added two entity fields, .weapons1 and .ef these are to get around the fact that Quake only had 23 useable bits in .items, and all but 2 were used. unfortunately, i wanted 3 or more new weapons. therefore the changes. .ef only has one recognized value right now: EXTRA_1. This tells W_Attack to use the alternate weapon. Boolean fields for them are in .weapons1. ergo: for the shotgun: .weapon=IT_SHOTGUN;ef=0; for the Cluster Bombs: .weapon=WP_CLUSTER;ef=EXTRA_1; if all bits of .weapons1 get used, just add .weapons2 and EXTRA_2=2. then add to the relavent portions of items.qc and weapons.qc. this allows ALL weapons to act the same to the user, hit the button to choose, hit fire to shoot; as well as allowing for unlimited weapons. right now, 3 bits are used in .weapons1: WP_CLUSTER = 1; WP_BOUNCER = 2; WP_FRAGROCK = 4; i ought to be using more soon. POSSIBLE BUG IN BOUNCERS: i havent been able to test these in multiplayer yet, but in the testing i've been doing, the nails won't hurt the player. John Allensworth tarquin@texas.net ReaperMan on the QuakeServers