Nail Rockets: Here's one that piggybacks on the rocket launcher. It fires, then after the fuse is up, it explodes and releases a shotgun like shrapnel spray in the direction it was moving in. default Impulse: 72 OK, this is gonna take explaining. At the risk of making combining of weapon patches possibly EXTREMELY troublesome, I screwed around a bit with the stuff in WEAPONS.QC and ITEMS.QC. SHRAPNEL.QC has the touch func used by the Bouncers and the FragRockets. fragrock.qc has the main fragrocket code ADD shrapnel.qc to your progs.src BEFORE you add fragrock.qc fragrock.qc needs to be before ITEMS.QC and WEAPONS.QC ex: progs.src: ..\progs.dat defs.qc ... shrapnel.qc fragrock.qc ... items.qc weapons.qc ... EOF For the internal changes, i added two entity fields, .weapons1 and .ef these are to get around the fact that Quake only had 23 useable bits in .items, and all but 2 were used. unfortunately, i wanted 3 or more new weapons. therefore the changes. .ef only has one recognized value right now: EXTRA_1. This tells W_Attack to use the alternate weapon. Boolean fields for them are in .weapons1. ergo: for the shotgun: .weapon=IT_SHOTGUN;ef=0; for the Cluster Bombs: .weapon=WP_CLUSTER;ef=EXTRA_1; if all bits of .weapons1 get used, just add .weapons2 and EXTRA_2=2. then add to the relavent portions of items.qc and weapons.qc. this allows ALL weapons to act the same to the user, hit the button to choose, hit fire to shoot; as well as allowing for unlimited weapons. right now, 3 bits are used in .weapons1: WP_CLUSTER = 1; WP_BOUNCER = 2; WP_FRAGROCK = 4; i ought to be using more soon. John Allensworth tarquin@texas.net ReaperMan on the QuakeServers