Beta 4 Hotfix 1:

- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
- Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
- Fixed Impaler crash when shooter dies while firing beam.
- Updated the reload code of the SMP, I forgot about it.
- Increased the Detector range again, 1024 is more reasonable.
- Fixed Minigun altfire not triggering if player was holding primary fire.
- Removed pistols from Super Shotgun replacement pool.
- Increased spawn chance of Flamethrower, since it almost never appears in practice.
- Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
This commit is contained in:
Marisa the Magician 2019-09-29 22:23:45 +02:00
commit 5db3f32274
7 changed files with 58 additions and 27 deletions

View file

@ -53,7 +53,7 @@ Class UFireball : Actor
Default
{
DamageType 'Fire';
DamageFunction 30;
DamageFunction 10;
Radius 4;
Height 4;
Speed 15;
@ -121,7 +121,12 @@ Class UFireball : Actor
{
A_SetRenderStyle(1.,STYLE_Add);
A_NoGravity();
if ( !bAMBUSH )
if ( bAMBUSH )
{
A_Explode(GetMissileDamage(0,0),20);
UTMainHandler.DoBlast(self,20,3000);
}
else
{
A_PlaySound("flamegun/exp",CHAN_VOICE,pitch:1.2);
Spawn("UFireLight",pos);
@ -177,7 +182,7 @@ Class UFireball2 : UFireball
{
Radius 8;
Height 8;
DamageFunction 60;
DamageFunction 20;
Speed 5;
UFireball.SpreadFactor 0.35;
UFireball.NumSmokes 2;
@ -388,7 +393,16 @@ Class FlameGun : UnrealWeapon
}
FGNF G 0 A_ClearRefire();
FGNF GHIJ 2;
FGNT A 0 A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
FGNT A 0
{
if ( invoker.CheckAmmo(0,false,true) && (waterlevel < 2) )
A_Refire("Fire");
}
FGNT A 0
{
A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FGNT ABCDEFGHIJKLM 2;
Goto Idle;
Refire: