Adjusted projectile speeds across the board for more consistency.
Tweaked guided redeemer missile movement, no longer makes sharp turns. Additional development notes so I don't forget what I should do next.
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8 changed files with 39 additions and 24 deletions
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@ -109,7 +109,7 @@ Class UTRocket : Actor
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DamageType 'RocketDeath';
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Radius 2;
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Height 2;
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Speed 30;
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Speed 18;
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PROJECTILE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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@ -163,10 +163,16 @@ Class UTRocket : Actor
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{
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A_SetRoll(roll+30,SPF_INTERPOLATE);
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Vector3 dir = vel.unit();
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
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A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
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A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
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if ( tracer ) A_SeekerMissile(0,2,SMF_PRECISE);
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Spawn("UTSmoke",pos);
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for ( int i=0; i<3; i++ )
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{
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[Eightball](-0.2,0.2),FRandom[Eightball](-0.2,0.2),FRandom[Eightball](-0.2,0.2));
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s.vel += vel*0.1;
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}
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}
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Wait;
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Death:
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@ -308,8 +314,8 @@ Class UTRocketLauncher : UTWeapon
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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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p.vel.z += 5;
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p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 6;
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p.target = self;
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}
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}
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