Oh boy, it begins.

Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
This commit is contained in:
Marisa the Magician 2019-09-04 02:37:59 +02:00
commit 912cad96c5
71 changed files with 1949 additions and 73 deletions

View file

@ -1,10 +1,73 @@
Class ImpalerAmmo : Ammo
{
Default
{
Tag "$T_IMPAMMO";
Inventory.Icon "I_Impale";
Inventory.PickupMessage "$T_IMPAMMO";
Inventory.Amount 3;
Inventory.MaxAmount 15;
Ammo.BackpackAmount 3;
Ammo.BackpackMaxAmount 30;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
IAMO A -1;
Stop;
}
}
Class ImpalerAmmo2 : ImpalerAmmo
{
Default
{
Tag "$T_IMPAMMO2";
Inventory.PickupMessage "$T_IMPAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
Class ImpalerCharge : Ammo
{
Default
{
Inventory.Amount 100;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 100;
+INVENTORY.IGNORESKILL;
}
}
Class Impaler : UnrealWeapon
{
Default
{
Tag "$T_IMPALER";
Inventory.PickupMessage "$I_IMPALER";
Weapon.UpSound "impaler/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 0;
Weapon.AmmoType "ImpalerAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "ImpalerCharge";
Weapon.AmmoUse2 1;
Weapon.AmmoGive1 60;
Weapon.AmmoGive2 0;
UTWeapon.DropAmmo 30;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
}
States
{
Spawn:
IMPP A -1;
Stop;
IMPP B -1;
Stop;
}
}