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AN ADVANCED MAP LOGIC MOD
FOR QUAKE 1
What is CPQ?
CPQ is designed as a suite of utilities that work together to empower map authors with much more in-depth trigger logic than currently available in Quake, thereby immensely expanding the possibilities when it comes to encounters and dynamic map experiences. This is accomplished by allowing for a great many values to be saved, manipulated and leveraged during gameplay, with the goal of emulating how a computing CPU works (hence the name of the mod!) CPQ is designed to be blendable with other Quake mods (though this will require separate releases for each), and does not intend to introduce new weapons, items, monsters or mechanics that may conflict with those.
CPQ is built around a new entity type, the register; similar to how computing CPUs operate, a register holds a numerical value in memory. Then, other entities access that value, and can perform operations on it (addition, multiplication, modulo, etc) and then store the resulting value in the same or other registers. The real power comes from the ability to perform what are called boolean expressions, or checking if something is true or false. Then, from that check, there is strong utility in both where the original value is derived, and how the result is used.
Let's walk through a basic example. (An older version of the same example can be found in the v0.1a Quick Start Tutorial)
In addition to setting values into registers, CPQ can also use the values in registers to do things like set health or dynamically change the position of doors and platforms.
Here's a sample of the sort of data CPQ is setup to handle:
CPQ was authored by Qalten [Qalten#1019 on Discord, find me in the Quake Mapping Discord!]