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.
This commit is contained in:
Marisa the Magician 2018-05-30 22:12:49 +02:00
commit 8bfbc0e7cd
7 changed files with 13 additions and 12 deletions

View file

@ -328,7 +328,7 @@ Class BioGel : Actor
s.args[3] *= Scale.x;
invoker.deadtimer = -1;
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
A_Explode(Random[GES](15,25)*Scale.x,Min(250,Scale.x*25));
A_Explode(Random[GES](15,25)*Scale.x,Min(150,Scale.x*25));
A_PlaySound("ges/explode",CHAN_VOICE);
int numpt = Min(300,Scale.x*30)+Random[GES](-10,10);
for ( int i=0; i<numpt; i++ )

View file

@ -70,7 +70,7 @@ Class UTRocketTrail : Actor
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.2;
Scale 0.7;
}
override void PostBeginPlay()
{
@ -132,8 +132,8 @@ Class UTRocket : Actor
A_SprayDecal("RocketBlast",150);
A_NoGravity();
A_SetScale(0.75);
A_Explode(Random[Eightball](60,70),200);
A_QuakeEx(3,3,3,8,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
A_Explode(Random[Eightball](60,70),100);
A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
A_PlaySound("utrl/explode",CHAN_VOICE);
A_AlertMonsters();
Spawn("RocketExplLight",pos);
@ -304,7 +304,7 @@ Class UTRocketLauncher : UTWeapon
for ( int i=0; i<num; i++ )
{
a = FRandom[Eightball](0,360);
s = FRandom[Eightball](0,0.1);
s = FRandom[Eightball](0,0.06*(num-1));
Vector3 dir = (x2+cos(a)*y2*s+sin(a)*z2*s).unit();
p = Spawn("UTGrenade",origin);
p.vel = dir*p.speed*FRandom[Eightball](1.0,1.2);

View file

@ -386,7 +386,7 @@ Class FlakSlug : Actor
A_SprayDecal("RocketBlast",150);
A_NoGravity();
A_SetScale(1.2);
A_Explode(Random[Flak](40,60),150);
A_Explode(Random[Flak](40,60),80);
A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();

View file

@ -195,7 +195,8 @@ Class Razor2Alt : Razor2
Spawn("Razor2AltLight",pos);
A_AlertMonsters();
A_SprayDecal("RazorBlast",20);
A_Explode(Random[Ripper](20,34),180);
A_Explode(Random[Ripper](20,34),120);
A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
int numpt = Random[Ripper](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )

View file

@ -318,7 +318,7 @@ Class ShockBeam : Actor
if ( target ) target.TakeInventory('ShockAmmo',2);
let b = t.Results.HitActor.target;
b.ExplodeMissile(null,self);
b.A_Explode(Random[ASMD](150,160),250);
b.A_Explode(Random[ASMD](150,160),300);
b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
b.A_SprayDecal("BigShockMark1",100);
b.A_SprayDecal("BigShockMark2",100);
@ -590,7 +590,7 @@ Class SuperShockBeam : Actor
action void A_BeamExplode()
{
Spawn("SuperShockBeamLight",pos);
A_Explode(Random[ASMD](500,800),120);
A_Explode(Random[ASMD](500,800),90);
A_QuakeEx(6,6,6,5,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);

View file

@ -28,7 +28,7 @@ Class RifleAmmo2 : RifleAmmo
Inventory.PickupMessage "You got a Rifle Round.";
Inventory.Amount 1;
Ammo.DropAmount 1;
Radius 1;
Radius 2;
Height 8;
}
States

View file

@ -314,7 +314,7 @@ Class WarShell : Actor
if ( invoker.l ) invoker.l.Destroy();
if ( invoker.b ) invoker.b.Destroy();
A_SetScale(2.0);
A_Explode(1000,300);
A_Explode(1000,180);
A_SprayDecal("BigBlast");
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
@ -328,7 +328,7 @@ Class WarShell : Actor
{
if ( invoker.l ) invoker.l.Destroy();
if ( invoker.b ) invoker.b.Destroy();
A_Explode(1000,350);
A_Explode(1000,220);
A_SprayDecal("BigBlast");
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);