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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@ -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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