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

@ -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);