Quake Live

Quake Live

No more HMG!
30 Comments
Sixteen60 6 Dec, 2022 @ 7:28pm 
Are bots able to use the Chaingun and/or Nailgun?
Yakumo  [author] 11 Mar, 2021 @ 5:22pm 
@ShellShotty this mod replaces entity definition files for the maps so the HMG doesn't appear as an item you can pick up.
It also attempts to use two lines of javascript :

qz_instance.SetCvar("sv_altEntDir", "noHMG"); // just enables the mod.
qz_instance.SetCvar("g_startingAmmo_hmg", "0"); // just sets HMG starting ammo to 0

That is all, and FFA was the main focus for testing before release.
Any other spawn configuration has to be the result of other mods, factories or server settings.
ShellShotty 11 Mar, 2021 @ 12:52pm 
This does what it says but in FFA and FFA PQL modes I'm starting with all the weapons on spawn for some reason. Disabling the mod turns it back to how it should be with having to pickup weapons. Is there any fix for this or is it intended behavior?
Cocktails 27 Dec, 2016 @ 12:24am 
NERF RL ... & leave HMG alone ...
^7rOx^1X^4z 22 Dec, 2016 @ 10:43am 
hmmm ...
Cocktails 13 Jul, 2016 @ 12:29pm 
That maybe true, but now i love HMG :)
Yakumo  [author] 13 Jul, 2016 @ 9:18am 
... you were one of the first I saw complaining of the HMG's exstance when it came out Nephie / barcode.
Cocktails 13 Jul, 2016 @ 4:40am 
UBER RL ... but you want to ban HMG ... yeah you just fear to loose elo ...
Yakumo  [author] 21 Dec, 2015 @ 9:59am 
Updated as per TheMuffinMan's recommendations, took a while as away from PC with everything on for a long time.
Dr.Wholian? 23 Nov, 2015 @ 12:36pm 
Why not replace HMG with Chaingun? The CG has a windup time now and combined with the larger spread, it feels less much less redundant.
was railed by 10 Nov, 2015 @ 11:22am 
Well a tiny map with 2 PGs and 4 cells doesn't make a lot of sense. The changes I stated there were to change it back to right before HMG came along... which I thought the intention was here.
Yakumo  [author] 9 Nov, 2015 @ 3:05pm 
Hmmm, undecided on what to do about Hearth, the aim here isn't to revert things to as they were, after all the maps themselves have changed a bit sometimes, simply to revert the HMG to what it was.
was railed by 9 Nov, 2015 @ 11:05am 
Good work! Alright, after going through some maps I've seen some which should have been converted differently:

hearth
Should have been converted by following these steps to go back to QL original:
weapon_plasmagun --> weapon_shotgun
weapon_hmg --> weapon_plasmagun
ammo_hmg --> ammo_shells

almostlost
ammo_hmg --> ammo_bullets
Move ammo_lightning from between cells and grenades back to where weapon_hmg is, delete weapon_hmg.

basesiege
weapon_hmg --> weapon_nailgun

devilish
weapon_hmg --> item_health

falloutbunker
weapon_hmg --> weapon_chaingun
ammo_hmg --> ammo_belt

leviathan
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt

windowpain
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt

vortexportal
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt

scornforge
weapon_hmg --> weapon_chaingun
ammo_hmg -->ammo_belt
poros1ty 9 Nov, 2015 @ 10:37am 
Still can't believe how they ruined FFA w/ loadouts, HMG, universal ammo packs, item timers...

This should be default for all ffa servers. No HMG, no loadouts, no item timers.
Yakumo  [author] 6 Nov, 2015 @ 3:36pm 
scalliano - ok, replaced as it was in the original now :)
scalliano 6 Nov, 2015 @ 1:56pm 
The room with the jumppad near the rocket launcher. It's currently flat out replaced by the HMG.
Yakumo  [author] 4 Nov, 2015 @ 10:53am 
Where was it exactly? This mod isn't seeking to redress any changes other than the addition of the HMG, but if it's the nailgun it replaced then I can do that instead of shotgun :)
scalliano 4 Nov, 2015 @ 10:46am 
Good stuff. Any plans to return the Nailgun to Cliffside?
Yakumo  [author] 31 Oct, 2015 @ 8:45pm 
It loads an altenatve set of entity files for *ALL* of the maps listed in the description and no others, the only changes to them are removal or replacement of the hmg or hmg ammo. As it says in the description "Any maps listed without specific change notes just had the HMG changed to a shotgun and HMG ammo to shells as I had no memory of what it was before, if you know of a map where the change is wrong, please comment and I will update! :) "

It does not physically modify any already installed files (workshop items can't, unless they bundle an application and you manually then run that)
Scrub 31 Oct, 2015 @ 8:27pm 
Will this impact any maps where the fix hasn't been put into place?
Yakumo  [author] 31 Oct, 2015 @ 8:23pm 
I've checked, neither the JS or an autoexec is being run by the server :-/
You'll have to manually set it in the server config

seta sv_altEntDir "noHMG"

updating the desc above.
Scrub 31 Oct, 2015 @ 8:10pm 
sv_altEntDir is "default"
Yakumo  [author] 31 Oct, 2015 @ 7:45pm 
check sv_altEntDir is "nohmg"
I guess maybe dedicated servers don't run the .js
Firing up a server to test it myself now.
Scrub 31 Oct, 2015 @ 7:35pm 
I've installed this on my server, but I'm still seeing the HMG in maps such as theedge. Do you have any ideas on what I might be doing wrong?

I've added the id to workshop.txt, and have confirmed it was downloaded correctly.
Yakumo  [author] 30 Oct, 2015 @ 6:22am 
@ HokyoHollowpoint : People hated it because it really messed up 15+ years of happy weapon balance.
And in some instances (Asylum, Trinity) it's placement ruined how the map was played, or in cases like Stonekeep (CTF) just destroyed the gameplay so completely so no one ever played the map again, and it was a *brilliant* CTF map without it.
LimeSlushy 30 Oct, 2015 @ 1:57am 
Never understood what the big deal about the HMG is...
Yakumo  [author] 28 Oct, 2015 @ 2:22pm 
I just tested that now, the js seems to kick in afterwards, so it'll run even if you set sv_altEntDir in your autoexec as that gets overwritten.
FlashSoul 28 Oct, 2015 @ 12:19pm 
You just subscribe and it will work for the servers you host. Provided you didn't set "seta sv_altEntDir "" in your autoexec.cfg", of course.
^7DT^1Blud 28 Oct, 2015 @ 9:14am 
pretty much brand new to all this Steam stuff, I just subscribe to this and it works? or do I have to add something to my quakelive folder?
FlashSoul 27 Oct, 2015 @ 8:13pm 
Pretty cool.