Hunter Killer Missiles by Sestze

From Quake Wiki

Created By: Sestze
Difficulty Scale: Easy/Medium (up to the reader)

Step 1.

Add the following code to weapons.qc, near the top. 



Hunter Killer
By: Sestze (enjoy!)


  • /

//Function Prototypes
void() W_HunterFire;
void() T_HunterTouch;
void() S_HunterThink;
entity(entity startz, float cr_range, float wall) Checkrad;

//Fire Function

void() W_HunterFire =
sound(self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); //Classic rocket fire

self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; //Subtract a rocket

local entity hunter; //Make an entity

hunter = spawn();
//Spawn it hunter.classname = "Hunter killer"; //Give it a classname
hunter.owner = self; //You own this baby.
hunter.oldenemy = self; //You will need this
hunter.movetype = MOVETYPE_FLY; //Flies around
hunter.solid = SOLID_BBOX; //Solid - Touch on edge, block
(Pickable items and missiles)

makevectors(self.v_angle); //Make vectors from your
current viewing angle
hunter.velocity = v_forward * 240; //Fly forward at 240 units (trust me, you will want this) hunter.angles = vectoangles(hunter.velocity); //Set the angles for the object

hunter.nextthink = time + 0.25; //Quarter second out, activate hunter.think = S_HunterThink; //Activation and thinking function

hunter.touch = T_HunterTouch; //Touch Function

setmodel(hunter, "progs/missile.mdl"); //Set the model setsize(hunter, '0 0 0', '0 0 0'); //Set the size setorigin(hunter, self.origin + '0 0 16'); //Set the origin };

//Touch function void() T_HunterTouch = { if(other == self.owner) //Don't want it blowin up on ya, do ya? return;

T_RadiusDamage (self, self.oldenemy, 100, world); //Damage!

WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); //Temp entity - Explosion WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion(); };

//Think code void() S_HunterThink = { //Hunter finds an enemy if((self.enemy == world) || ( < 0)) //Checks if enemy is dead or doesnt have enemy self.enemy = Checkrad(self, 1000, TRUE);

//Declarations local vector vele, vels; //velocity enemy, velocity self local vector ph; //Place holder

//The tack to opponent vele = (self.enemy.origin + '0 0 16') - self.origin; //Finds the unit vector towards the enemy vele = normalize(vele);

//Current tack vels = normalize(self.velocity); //defines current vector

//Check tack to enemy traceline(self.origin, self.origin + vele * 10000, FALSE, self); //Traceline to enemy

if((trace_fraction != 0) && (self.enemy != world)) { //Placeholder ph = vele + vels + vels + vels + vels; //Enemy velocity plus 4 times self velocity

//Placeholder over three ph = ph * (1/5); //Averaging

//Setvelocity and here we go! self.velocity = normalize(vels + ph); //Set the velocity self.velocity = self.velocity * 240; //And you are on your way }

//Check current tack 320 units ahead traceline(self.origin, self.origin + vels * 320, FALSE, self); //Traceline in front (check for walls)

if((trace_fraction < 0.2)) { ph = trace_plane_normal; //Find direction that is perpindicular to the wall ph = ph + vels + vels; //Add that direction plus two times your own ph = ph * (1/3); //Averaging

self.velocity = normalize(vels + ph); //Set the velocity self.velocity = self.velocity * 240; //And you are on your way }

//Set the angles self.angles = vectoangles(self.velocity); //Set angle self.aflag = self.aflag + 1; //Add to "idle hands" counter

if(self.aflag >= 500) //5.25 seconds is up.... { self.owner = world; //No more owner, it will attack spawner }

//Hunter thinks self.nextthink = time + 0.01; //Nextthink will be quick to avoid running into walls };

//Check radius function entity(entity startz, float cr_range, float wall) Checkrad = { local entity finder; //The .chain entity local float cr_ran; //The range holder local entity blodger; //Entity placeholder cr_ran = 1200; //Set to above the detection radius

finder = findradius(startz.origin, cr_range); //Finds anything within cr_range units of self

while(finder) { if((CanDamage(finder, self)) || (!wall)) //If I can see him, or if I just ignore walls alltogether { if( > 0) //If he lives { if(finder != self.owner) //If he aint my daddy { if(vlen(finder.origin - self.origin) < cr_ran) //If the range of that guy is less than the previous { blodger = finder; //Blodger holds who that is cr_ran = vlen(finder.origin - self.origin); //resets cr_ran for next time } } } } finder = finder.chain; //Loop chain } if(blodger != world) //If Blodger isn't the world return blodger; //blodger is returned else //If blodger = world return world; //return the world };

Step 2.

Scroll down to this line: 977 of weapons.qc. Where it should read: W_FireRocket(); Replace W_FireRocket with W_HunterFire(); 

A quick rundown of what happens (in english):

The Missile is spawned via the W_HunterFire() function, and it flys at 240 units, it constantly checks a radius of 1000 units for an enemy or other silly bugger, and targets them. It then flies towards the target, trying to avoid walls and other odd things on the way. On contact, it makes itself into an explosion, then calls the T_RadiusDamage function, dealing 100 damage, at the epicenter.

The reason why I used an entity function to find opponents was for simplicity for any other homing weapons in future. It finds anything within a giant radius (or a small one, your call), and finds the closest one possible.

Alright, I'm done here, Have fun with new rockets that fly after opponents.