Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).
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0a7587a19f
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1 changed files with 10 additions and 10 deletions
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@ -312,7 +312,7 @@ Class UTRocketLauncher : UTWeapon
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{
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{
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// single rocket
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// single rocket
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.01+sin(a)*z2*s*0.01).unit()*p.speed;
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p.vel = x2*p.speed;
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p.target = self;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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p.tracer = invoker.LockedTarget;
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}
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}
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@ -325,7 +325,7 @@ Class UTRocketLauncher : UTWeapon
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for ( int i=0; i<num; i++ )
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for ( int i=0; i<num; i++ )
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{
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{
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.01+sin(a)*z2*s*0.01).unit()*p.speed;
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p.vel = (x2+cos(a)*y2*s*0.02+sin(a)*z2*s*0.02).unit()*p.speed;
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p.target = self;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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p.tracer = invoker.LockedTarget;
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a += step;
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a += step;
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@ -334,12 +334,12 @@ Class UTRocketLauncher : UTWeapon
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else
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else
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{
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{
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// rockets (wide spread)
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// rockets (wide spread)
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double range = (num-1);
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double range = 2.5*(num-1);
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double step = range/(num-1);
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double step = range/(num-1);
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s = -range*0.5;
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s = -range*0.5;
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for ( int i=0; i<num; i++ )
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for ( int i=0; i<num; i++ )
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{
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{
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p = Spawn("UTRocket",origin+sin(s)*y*2);
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p = Spawn("UTRocket",origin+sin(s)*y);
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p.vel = (x2+sin(s)*y2).unit()*p.speed;
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p.vel = (x2+sin(s)*y2).unit()*p.speed;
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p.target = self;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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p.tracer = invoker.LockedTarget;
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@ -640,32 +640,32 @@ Class UTRocketLauncher : UTWeapon
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FireOne:
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FireOne:
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EBF1 A 0 A_FireRockets(1);
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EBF1 A 0 A_FireRockets(1);
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EBF1 ABCDEFGH 2;
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EBF1 ABCDEFGH 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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FireTwo:
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FireTwo:
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EBF2 A 0 A_FireRockets(2);
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EBF2 A 0 A_FireRockets(2);
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EBF2 ABCDEFGHIJK 2;
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EBF2 ABCDEFGHIJK 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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FireThree:
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FireThree:
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EBF3 A 0 A_FireRockets(3);
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EBF3 A 0 A_FireRockets(3);
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EBF3 ABCDEFGHIJ 2;
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EBF3 ABCDEFGHIJ 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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FireFour:
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FireFour:
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EBF4 A 0 A_FireRockets(4);
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EBF4 A 0 A_FireRockets(4);
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EBF4 ABCDEFGHIJK 2;
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EBF4 ABCDEFGHIJK 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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FireFive:
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FireFive:
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EBF5 A 0 A_FireRockets(5);
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EBF5 A 0 A_FireRockets(5);
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EBF5 ABCDEFGHIJKLM 2;
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EBF5 ABCDEFGHIJKLM 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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FireSix:
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FireSix:
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EBF6 A 0 A_FireRockets(6);
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EBF6 A 0 A_FireRockets(6);
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EBF6 ABCDEFGHIJKLMNOP 2;
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EBF6 ABCDEFGHIJKLMNOP 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Goto Idle;
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Deselect:
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Deselect:
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EBLD ABCDEFGHIJK 1;
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EBLD ABCDEFGHIJK 1;
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