Tweaked explosion radii to more reasonable scales.
Reduced spread of grenades. Increased size of rocket trail (looks a bit closer to UT now). Increased radius of single bullet pickup, might have been too small for collision to work properly.
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7 changed files with 13 additions and 12 deletions
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@ -328,7 +328,7 @@ Class BioGel : Actor
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s.args[3] *= Scale.x;
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invoker.deadtimer = -1;
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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A_Explode(Random[GES](15,25)*Scale.x,Min(250,Scale.x*25));
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A_Explode(Random[GES](15,25)*Scale.x,Min(150,Scale.x*25));
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A_PlaySound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,Scale.x*30)+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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@ -70,7 +70,7 @@ Class UTRocketTrail : Actor
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+NOGRAVITY;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.2;
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Scale 0.7;
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}
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override void PostBeginPlay()
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{
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@ -132,8 +132,8 @@ Class UTRocket : Actor
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(0.75);
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A_Explode(Random[Eightball](60,70),200);
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A_QuakeEx(3,3,3,8,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_Explode(Random[Eightball](60,70),100);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_PlaySound("utrl/explode",CHAN_VOICE);
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A_AlertMonsters();
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Spawn("RocketExplLight",pos);
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@ -304,7 +304,7 @@ Class UTRocketLauncher : UTWeapon
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for ( int i=0; i<num; i++ )
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{
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a = FRandom[Eightball](0,360);
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s = FRandom[Eightball](0,0.1);
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s = FRandom[Eightball](0,0.06*(num-1));
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Vector3 dir = (x2+cos(a)*y2*s+sin(a)*z2*s).unit();
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p = Spawn("UTGrenade",origin);
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p.vel = dir*p.speed*FRandom[Eightball](1.0,1.2);
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@ -386,7 +386,7 @@ Class FlakSlug : Actor
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(1.2);
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A_Explode(Random[Flak](40,60),150);
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A_Explode(Random[Flak](40,60),80);
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A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_PlaySound("flak/explode",CHAN_VOICE);
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A_AlertMonsters();
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@ -195,7 +195,8 @@ Class Razor2Alt : Razor2
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Spawn("Razor2AltLight",pos);
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A_AlertMonsters();
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A_SprayDecal("RazorBlast",20);
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A_Explode(Random[Ripper](20,34),180);
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A_Explode(Random[Ripper](20,34),120);
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A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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int numpt = Random[Ripper](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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@ -318,7 +318,7 @@ Class ShockBeam : Actor
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if ( target ) target.TakeInventory('ShockAmmo',2);
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let b = t.Results.HitActor.target;
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](150,160),250);
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b.A_Explode(Random[ASMD](150,160),300);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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b.A_SprayDecal("BigShockMark1",100);
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b.A_SprayDecal("BigShockMark2",100);
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@ -590,7 +590,7 @@ Class SuperShockBeam : Actor
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action void A_BeamExplode()
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{
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Spawn("SuperShockBeamLight",pos);
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A_Explode(Random[ASMD](500,800),120);
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A_Explode(Random[ASMD](500,800),90);
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A_QuakeEx(6,6,6,5,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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@ -28,7 +28,7 @@ Class RifleAmmo2 : RifleAmmo
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Inventory.PickupMessage "You got a Rifle Round.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Radius 1;
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Radius 2;
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Height 8;
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}
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States
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@ -314,7 +314,7 @@ Class WarShell : Actor
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if ( invoker.l ) invoker.l.Destroy();
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if ( invoker.b ) invoker.b.Destroy();
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A_SetScale(2.0);
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A_Explode(1000,300);
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A_Explode(1000,180);
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A_SprayDecal("BigBlast");
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A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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@ -328,7 +328,7 @@ Class WarShell : Actor
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{
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if ( invoker.l ) invoker.l.Destroy();
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if ( invoker.b ) invoker.b.Destroy();
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A_Explode(1000,350);
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A_Explode(1000,220);
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A_SprayDecal("BigBlast");
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A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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