Luckily for me, weapon defining in Quake3 is a lot like Quake2. You first need to open bg_misc.c in the game code, and find where you see this:
| | | /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_shotgun", "sound/misc/w_pkup.wav", { "models/weapons2/shotgun/shotgun.md3", 0, 0, 0}, /* icon */ "icons/iconw_shotgun", /* pickup */ "Shotgun", 10, IT_WEAPON, WP_SHOTGUN, /* precache */ "", /* sounds */ "" },
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Ok, here is where the shotgun is defined. Now I will explain what each big means.
| | | /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended // Just the name of the weapon, commented out. */ { "weapon_shotgun", // What the map editors call the weapon when you place it in a map "sound/misc/w_pkup.wav", // Sound used when you pick up the weapon { "models/weapons2/shotgun/shotgun.md3", // Model used for the pickup state of the weapon 0, 0, 0}, /* icon */ "icons/iconw_shotgun", // The icon on the screen that shows up when you have this weapon selected /* pickup */ "Shotgun", // Pickup name! Very important, this is what the gun is called in the game, // when you switch to it or pick it up. This is what you want to change 10, // How much ammo you get when you pick it up IT_WEAPON, // Just stuff about what it is WP_SHOTGUN, // What weapon code is actually used for the weapon /* precache */ "", /* sounds */ "" },
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Now, to change the Shotgun into the “Superdedewper Shotgun” we change the following:
to
| | | /* pickup */ "Superdedewper Shotgun",
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Now compile the code, and it should say “Superdedewper Shotgun” every time you pick up the weapon! (Note: On weapons like the gauntlet and the MachineGun, you may want to search the code for “FindItem”’s finding those names and change them to the new ones.) |