Changed Pulse Beam size to be the same as in UT99 (10 81-unit segments).
Tweaked Starter Bolt textures to look better in first person. Tweaked Pulse Beam model UVs to reduce seams. Switched Chainsaw alt-fire to damage in an arc. Rebalanced damages of Chainsaw, Enforcer, Biorifle, Pulsegun, Minigun, Flak Cannon. Adjusted Redeemer damage formula. Added view flash to Redeemer shockwave. Reduced Enforcer fire speed. Reduced delay of Minigun altfire. Should happen after exactly one cycle. Increased knockback of Impact Hammer.
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a5debcdbb2
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17 changed files with 52 additions and 101 deletions
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@ -140,7 +140,7 @@ Class FlakChunk : Actor
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Radius 2;
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Height 2;
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Speed 50;
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DamageFunction Random[Flak](25,35);
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DamageFunction int(Random[Flak](15,20)*max(0.1,1.0-lifetime*4.1));
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DamageType 'Shredded';
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BounceType "Doom";
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BounceFactor 0.8;
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@ -189,7 +189,7 @@ Class FlakChunk : Actor
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if ( frame < 11 ) frame++;
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}
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lifetime += lifespeed;
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if ( (waterlevel <= 0) && (frame < 10) )
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if ( (waterlevel <= 0) && (frame < 10) && !(lifetics%2) )
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{
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
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@ -212,7 +212,7 @@ Class FlakChunk : Actor
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{
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invoker.hasbounced = true;
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A_SprayDecal("WallCrack",-8);
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int numpt = Random[Flak](3,6);
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int numpt = Random[Flak](2,3);
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if ( frame < 10 )
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{
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for ( int i=0; i<numpt; i++ )
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@ -359,7 +359,7 @@ Class FlakSlug : Actor
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{
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Obituary "%o was ripped to shreds by %k's Flak Cannon.";
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DamageType 'FlakDeath';
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DamageFunction Random[Flak](80,90);
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DamageFunction Random[Flak](100,110);
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Radius 2;
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Height 2;
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Speed 40;
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@ -397,7 +397,7 @@ Class FlakSlug : Actor
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Actor p;
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for ( int i=0; i<8; i++ )
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for ( int i=0; i<6; i++ )
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{
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p = Spawn("FlakChunk",pos);
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a = FRandom[Flak](0,360);
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@ -408,14 +408,14 @@ Class FlakSlug : Actor
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[Flak](0.5,1.5);
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p.target = target;
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}
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int numpt = Random[Flak](10,20);
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int numpt = Random[Flak](8,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Flak](40,80);
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numpt = Random[Flak](15,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](6,16);
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@ -488,13 +488,13 @@ Class FlakCannon : UTWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z;
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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for ( int i=0; i<12; i++ )
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for ( int i=0; i<10; i++ )
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{
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p = Spawn("FlakChunk",origin);
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a = FRandom[Flak](0,360);
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