Quake IV - Rhino Squad Light Pack
This is a weapons mod that attaches a "Flashlight" to all...
- Category First Person
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Quake IV - Rhino Squad Light Pack
This is a weapons mod that attaches a "Flashlight" to all the guns. Also tweaks the "Blaster" and "Machinegun" light to be a bit brighter.
Rhino Squad Light Pack : A Weapons Mod for Quake4
Date: 5/22/06 - 8/06/06 *Rev.to Readme:
Description:
This is a weapons mod that attaches a
"Flashlight" to all the guns.Also tweaks the "Blaster" and "Machinegun" light to be a bit brighter.
: Flashlight Added To:
1. DARK MATTER GUN
2. GRENADE LAUNCHER
3. HYPER BLASTER
4. LIGHTNING GUN
5. NAILGUN
6. RAILGUN
7. ROCKET LAUNCHER
8. SHOTGUN ROCKET LAUNCHER
* I'd like all my weapons with light capability... who wouldn't ? So here it is.
** Didn't re-invent the wheel here, as most gamers are well aware of the many light mods that came out to compliment "Doom 3". Many thanks to those who showed us tweakers the light ;)
General Info :
I went over the lighting spec's on all weapons for radius, angle, distance, color, brightness and so on and set each gun the way I thought it looked best. Some settings are a bit of a compromise, but I think most will like them. Tweak'em more if you want.
The "Blaster" and "Machinegun" light is set to be a bit brighter and the "Machinegun" light has been tweaked in the above mentioned areas also.
The ON/OFF switch :
As far as the ON/OFF switch is concerned,turning the light ON/OFF still only happens at either the "Blaster" or the "Machinegun". Once the light is ON, it stays on as you scroll through your weapons selection. Once the light is OFF,it stays OFF as you scroll through your weapons selection.
Pressing default key "F" or whatever key you bind to access the light, instantly brings up the "Machinegun" or (if out of ammo)the "Blaster" no matter what weapon you happen to be equipped with. This is the normal operational outline of the game. As far as I can tell,there isn't any animation in place to show the rest of the weapons being toggled ON/OFF. I tried to mesh existing toggling animation sequences with the models and came up short :(