OK, this is basically just the text file included with the patch. I figure it doesn't need any more explanation than this. :)
Cool Rockets Source (.qc files)I love these rockets. Basically, you fire them at your opponent, and if you get a homing lock on them, the rocket will hit them. It's that simple. The logic I put in these rockets is "realistic" in the sense that the rocket does not use knowledge about the player's location if the player is not in view. It just makes a few educated guesses about certain things and tries to follow the player from there. Summary of features: * Detonation upon contact with lava * Slower speed in water and slime * Physically correct bounces off all surfaces * Rockets explode on the person who fired them * Linear (rather than instant) acceleration/deceleration * Fuel limitations (number of bounces or time in the air) * "Realistic" homing code * Restricted turning radius * Speed changes according to distance from player * Travel through teleporters * Rockets fall to the ground and explode when target dies * Target aquisition message * Aiming sloppiness allowed The brief How-To manual: To use these new rockets, use the '7' key (or impulse 7) to toggle between normal and cool rocket modes. To shoot a homing rocket, aim at a player (this lets the targeting system know who you are intending to hit). Then, once you see a "next target" message for a person, you can be a little sloppier in aiming and the rocket will still home in on the person. To shoot a bounce rocket, just aim away from any targets and fire. The detailed How-To manual: Cool rockets do one of two things. If you are not aiming at a player, the homing rockets fire in "bounce" mode. These are slightly slower (and less powerful) than normal rockets, and bounce off of all walls, ceilings, floors, etc that they run into. When aiming at a monster or player, the rockets fire in "homing" mode. The rocket will relentlessly seek out and destroy its target, doing just about everything it can to catch up. Both the bouncing and homing rockets can bounce off of walls and go through teleporters. They also die eventually, after 10 bounces or 40 seconds of fuel, for bouncing and homing respectively. They will arm and explode on the person who fired them after being in the air for half of a second (if that person is foolish enough to get in the way). And finally, the rockets will actually be in "home" mode if they are launched with a player or monster in the crosshairs. I've added some code to allow a little sloppiness to getting a lock on the player, because otherwise it is just too difficult to get a lock on a creature regularly. Homing rockets move slower than the player runs (to give the player a chance). They will follow the player around corners, through teleporters and just generally all over. The rockets emit a series of ping noises to indicate that they are locked on target. The more pings, the closer it is. Homing rockets have a fuel capacity that lasts 40 seconds... if you evade them that long, then they fall to the ground and blow up. Known bugs: * Sometimes bounce rockets do not teleport. This is a Quake engine thing, if something is moving fast enough it may not have time to teleport before it bounces off the teleport. :-( * Sometimes rockets will stick in the ground. Dunno why.