================================================================
Title                   : New Exploding Wall patch v1.2 general
Filename                : explode11.qc
Author                  : AnArcHISt
Email Address           : alper@uhavax.hartford.edu
Description             :                                             
                          *DISCALIMER*
                          
                          I SHALL NOT BE HELD LIABLE FOR ANY AND ALL
                          DAMAGE THAT MAY RESULT FROM THE USE OF THIS
                          PATCH.  I MAKE NO WARRANTIES EITHER IMPLIED
                          OR OTHERWISE.  USE AT YOUR OWN RISK!
                          BY USING THIS PATCH YOU ARE BOUND BY THE
                          RULES STATED ABOVE.  IF YOU DO NOT AGREE TO
                          ALL OF THE ABOVE, DELETE THIS FILE
                          IMMEDIATELY.
                          
                          Now that this is taken care of lets proceed. 
                          
                          IMPORTANT NOTICE:
                          
                          If you are using QuArK, you should get the
                          .qme version of this file
                          (explode12.zip) You can download it at:
                                               
                          http://www.planetquake.com/quark/index.shtm
                          on the ADDON page
                          The .QME version is specifically configured
                          for QuArK and is much easier to use
                          
                          
                          
                          CREDITS:
                          
                          ID Software for Quake.  Armin Rigo for QuArK
                          -- an EXCELLENT editor and for originally
                          writing the exploding patch.  To Derrick
                          Mckay, for puttin my stuff on his page, to
                          Myself, for being able to put up with my
                          computer and with all the people who playtest
                          for me.
                          
                          
                          This is a QC version of the original
                          Exploding Patch
                          converted from .QME
                          
                          To be distributed in QC format as opposed to
                          .QME format proprietary to QuArK
                          
                                                            A NEW
                          UPDATED PATCH ver 1.2
                          
                          WHATS NEW:
                          
                          In this version I worked on better explosion
                          models and I think I it is OK
                          I added "particle flush" effects to enhance
                          the explosion and new models.
                          Still trying to fix the "bleeding wall" bug.
                          
                          THIS is REALLY COOL:  I now added a function
                          to the exploding patch which enables it to be
                          triggered if a targetname is set to it.
                          Now you can make landmines with this patch.  
                          Heres how to do it:
                          insert a "func_explode" into your map as
                          usual.  Now insert a small brush into it.  If
                          you want, you can make the brush look like a
                          landmine.  Put it on the floor.  You then put
                          walk-on triggers around it so when someone
                          walks on it, it explodes.
                          I think it can be very usefull in deathmatch.
                           I could have made the entity itself being
                          able to be triggered by touch, but this is
                          just the same. 
                           
                          I  would ask you people to give me some
                          feedback on what I did, please,
                          so I can make better patches in the future. 
                          Just email me your comments and please, be
                          specific if you are trying to pinpoint a
                          problem or to suggest a solution.
                          
                                                                       
                          INTRO
                          
                          This is a modification of an exploding wall
                          patch by Armin Rigo.  When I first used it I
                          found out that when the wall exploded, it
                          produced "flesh" gibs.  I have to admit it is
                          not very realistic when a brick wall explodes
                          in a shower of "blood and gore and body
                          parts".  So I sat down and tried to make a
                          patch of my own based on the original.
                          This is what I have so far:  I had to create
                          some debris models which are included in this
                          file.  I used a brick texture for their skins
                          which can be changed to whatever you like
                          (rock, wood, etc.).  I also had to make some
                          QuakeC source code modifications.
                                                                       
                                      
                                                                       
                              SPECIFICATIONS:
                          
                          The new function name is "func_explode"   In
                          this new updated version I have two types of
                          explosions:  a regular "big explosion" (one
                          from the beta) where the wall explodes and a
                          new "small explosion"  which is basically an
                          object shattering into small glass- like
                          splinters.  The "small explosion" is usefull
                          to create shootable objects like dishes, cups
                          you name it which shatter upon being shot. 
                          This second type of explosion does not
                          produce flames and has a different sound.
                          
                          
                          
                          WHAT DOES THIS PATCH DO:
                          
                          It is a brush entity which means you put
                          brushes into it.  When you shoot it, it
                          explodes and sends pieces of flying debris. 
                          It can also damage you if you stand too
                          close.  "dmg" stands for the damage it causes
                          and "health" stands for the amount of damage
                          it takes (default 150).  For example you can
                          make a wall consisting of several
                          "func_explode" and destroy it part by part.
                          You have to make sure to lower the damage so
                          the whole thing does not explode at once.
                          
                          HOW TO USE IT:
                          
			  YOU HAVE TO COMPILE THE QC AND PREPARE ALL THE MODELS
                          I ASSUME YOU KNOW HOW TO DO IT.
                          
                          With your editor (whatever it is) make a new
                          entity classname "func_explode"
                          
                          Then insert it into your MAP like you would a
                          "func_door"
                          (you have to innsert a brush polygon into it)
                          
                          Set "dmg" (damage) to whatever you like
                          set "health" (the amount of damage the entity
                          takes to explode)
                          to whatever you like.
                          
                          When you insert the "func_explode" if you set
                          spawnflags to 1 hence "small" the result is a
                          "small explosion" which is described above. 
                          Otherwise it is "big" by 
                          default.
                          
                          NOTICE:
                          
                          If you put too many entities in one room and
                          they all explode at once
                          you may get "PACKET OVERFLOW"
                          
                          
                          If you have any questions drop me a line at 
                          alper@uhavax.hartford.edu
                          And don't bother me with silly questions
                          like: "How do I prepare the .MDL files?" and
                          such.  FEEDBACK IS WELCOME!!!
                                                                       
                                                         AnArcHISt
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : Yes
Deathmatch              : Yes, I think it would be great fun. 
Difficulty Settings     : No
New Sounds              : Yes
New Graphics            : No
New Monsters            : No
New Demos               : No
New Models              : Yes
QuakeC Patches          : Yes

* Construction *

Base                    : An Exploding Wall patch by Armin Rigo
Editor(s) used          : Quake Army Knife 3.1
Known Bugs              : I noticed that if you stand close and shoot
                          the
                          thing with the shotgun it bleeds.
                          I'll try to fix it in the next version.
                          
                          If any of you knows how to fix it please
                          EMAIL me!
Build Time              : 6 hours

Comments                : I think its about the best I can do for now.
                          
                          I'll be making small improvements and try to
                          fix the existing bugs but I think the next
                          version will be the final one.