Various fixes and tweaks. Adjusted collision for most things (turns out projectiles with 0 height break with 3d floors).
Added brightmaps to flak chunks. Reverted chunk trail to be sprite-based.
This commit is contained in:
parent
f55abc40fb
commit
92ae39afba
32 changed files with 209 additions and 46 deletions
|
|
@ -35,6 +35,8 @@ Class FlakAmmo : Ammo
|
|||
Ammo.BackpackAmount 20;
|
||||
Ammo.BackpackMaxAmount 50;
|
||||
Ammo.DropAmount 5;
|
||||
Radius 10;
|
||||
Height 8;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -52,6 +54,8 @@ Class FlakAmmo2 : FlakAmmo
|
|||
Inventory.PickupMessage "You picked up a Flak Shell.";
|
||||
Inventory.Amount 1;
|
||||
Ammo.DropAmount 1;
|
||||
Radius 4;
|
||||
Height 6;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -77,9 +81,9 @@ Class ChunkLight : DynamicLight
|
|||
return;
|
||||
}
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
args[LIGHT_RED] = 255*target.alpha;
|
||||
args[LIGHT_GREEN] = 224*target.alpha;
|
||||
args[LIGHT_BLUE] = 128*target.alpha;
|
||||
args[LIGHT_RED] = 255*(10-target.frame)*0.1;
|
||||
args[LIGHT_GREEN] = 224*(10-target.frame)*0.1;
|
||||
args[LIGHT_BLUE] = 128*(10-target.frame)*0.1;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -94,7 +98,6 @@ Class ChunkTrail : Actor
|
|||
+NOGRAVITY;
|
||||
+DONTSPLASH;
|
||||
+FORCEXYBILLBOARD;
|
||||
+INVISIBLE; // temporarily until clipping screwery is fixed
|
||||
Scale 0.2;
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
|
|
@ -107,13 +110,11 @@ Class ChunkTrail : Actor
|
|||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
A_SpawnParticle("FFFF00",SPF_FULLBRIGHT,1,8,startalphaf:alpha);
|
||||
A_SpawnParticle("E0A000",SPF_FULLBRIGHT,1,16,startalphaf:alpha*0.6);
|
||||
A_SpawnParticle("804000",SPF_FULLBRIGHT,1,32,startalphaf:alpha*0.3);
|
||||
if ( InStateSequence(CurState,FindState("Death")) ) return;
|
||||
if ( !target )
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
int dist = FindState("Spawn").DistanceTo(CurState);
|
||||
SetState(FindState("Death")+dist);
|
||||
return;
|
||||
}
|
||||
SetOrigin(target.pos+(0,0,speed),true);
|
||||
|
|
@ -121,13 +122,12 @@ Class ChunkTrail : Actor
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
FGLO A 1 Bright;
|
||||
Wait;
|
||||
FGLO ABCDEFGHIJK 3 Bright;
|
||||
Stop;
|
||||
Death:
|
||||
FGLO A 1 Bright A_FadeOut(0.1);
|
||||
Wait;
|
||||
FGLO ABCDEFGHIJK 1 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Class FlakChunk : Actor
|
||||
|
|
@ -142,7 +142,7 @@ Class FlakChunk : Actor
|
|||
{
|
||||
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
|
||||
Radius 2;
|
||||
Height 0;
|
||||
Height 2;
|
||||
Speed 50;
|
||||
DamageFunction Random[Flak](12,18);
|
||||
DamageType 'Shredded';
|
||||
|
|
@ -164,7 +164,7 @@ Class FlakChunk : Actor
|
|||
lifespeed = FRandom[Flak](0.004,0.008);
|
||||
trail = ChunkTrail(Spawn("ChunkTrail",pos));
|
||||
trail.target = self;
|
||||
trail.speed = 0.5;
|
||||
trail.speed = 2;
|
||||
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
|
||||
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
|
||||
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
|
||||
|
|
@ -356,14 +356,13 @@ Class SlugLight : DynamicLight
|
|||
|
||||
Class FlakSlug : Actor
|
||||
{
|
||||
ChunkTrail trail;
|
||||
Default
|
||||
{
|
||||
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
|
||||
DamageType 'FlakDeath';
|
||||
DamageFunction Random[Flak](60,80);
|
||||
Radius 2;
|
||||
Height 0;
|
||||
Height 2;
|
||||
Speed 40;
|
||||
PROJECTILE;
|
||||
-NOGRAVITY;
|
||||
|
|
@ -373,19 +372,12 @@ Class FlakSlug : Actor
|
|||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
trail = ChunkTrail(Spawn("ChunkTrail",pos));
|
||||
trail.target = self;
|
||||
trail.speed = 1;
|
||||
vel.z += 5;
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( waterlevel > 0 )
|
||||
{
|
||||
vel.xy *= 0.98;
|
||||
if ( trail ) trail.Destroy();
|
||||
}
|
||||
if ( waterlevel > 0 ) vel.xy *= 0.98;
|
||||
}
|
||||
action void A_FlakExplode()
|
||||
{
|
||||
|
|
@ -565,6 +557,9 @@ Class FlakCannon : UTWeapon
|
|||
Weapon.AmmoType2 "FlakAmmo";
|
||||
Weapon.AmmoUse2 1;
|
||||
Weapon.AmmoGive 10;
|
||||
Radius 12;
|
||||
Height 16;
|
||||
UTWeapon.DroppedHeight 16;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue