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:
Marisa the Magician 2018-05-30 21:31:41 +02:00
commit 92ae39afba
32 changed files with 209 additions and 46 deletions

View file

@ -9,6 +9,8 @@ Class ShockAmmo : Ammo
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 50;
Ammo.DropAmount 5;
Radius 4;
Height 23;
}
States
{
@ -759,8 +761,8 @@ Class ShockHitbox : Actor
{
Default
{
Radius 24;
Height 24;
Radius 8;
Height 16;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
@ -818,7 +820,7 @@ Class ShockBall : Actor
DamageType 'jolted';
DamageFunction Random[ASMD](50,60);
Radius 2;
Height 0;
Height 2;
Scale 0.4;
Speed 20;
PROJECTILE;
@ -880,7 +882,7 @@ Class SuperShockBall : Actor
DamageType 'jolted';
DamageFunction Random[ASMD](5000,6000);
Radius 2;
Height 0;
Height 2;
Scale 0.5;
Speed 25;
PROJECTILE;
@ -956,6 +958,9 @@ Class ShockRifle : UTWeapon
Weapon.AmmoType2 "ShockAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Radius 20;
Height 16;
UTWeapon.DroppedHeight 8;
}
States
{
@ -1002,6 +1007,8 @@ Class EnhancedShockAmmo : Ammo
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 25;
Ammo.DropAmount 2;
Radius 4;
Height 23;
}
States
{
@ -1065,6 +1072,9 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
Weapon.AmmoType2 "EnhancedShockAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
Radius 20;
Height 16;
UTWeapon.DroppedHeight 8;
}
States
{