Fix Demolisher model scale, was twice as large as it was supposed to be for some reason.
Demolisher rebalancing.
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3 changed files with 11 additions and 7 deletions
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@ -24,6 +24,7 @@
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scratch sometime.
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- I forgot to re-add in the little bits of flesh/dried blood that hang from
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the blades, but I think it still looks fine like this.
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Edit: I re-added them.
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- Same story as the Demolisher. The fact that these two only popped up in one
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third-party source for another game is really suspicious.
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@ -103,7 +103,7 @@ Model "BigGun"
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SurfaceSkin 0 0 "JBigGun1.png"
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SurfaceSkin 0 1 "Automa1.png"
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AngleOffset -85
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Scale 0.2 -0.1 0.2
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Scale 0.1 -0.05 0.1
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Offset 7 -10 -3
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// Still
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@ -128,10 +128,10 @@ Class BigBlast : Actor
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_Explode(200,250);
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A_QuakeEx(4,4,4,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollintensity:0.2);
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A_Explode(50+special1,150);
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A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
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A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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UTMainHandler.DoBlast(self,250,80000);
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UTMainHandler.DoBlast(self,150,80000);
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let r = Spawn("FatRing",pos);
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r.angle = angle;
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r.pitch = pitch;
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@ -200,8 +200,9 @@ Class BigTracer : LineTracer
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ent.x = Results.HitVector;
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ent.hitdamage = min(Results.HitActor.health,int(penetration));
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hitlist.Push(ent);
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penetration -= ent.hitdamage*.3;
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if ( penetration <= 0 ) return TRACE_Abort;
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penetration = max(0,penetration-ent.hitdamage*.2);
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if ( (penetration <= 0) || (hitlist.Size() > 9) )
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return TRACE_Abort;
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return TRACE_Skip;
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}
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return TRACE_Skip;
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@ -316,7 +317,7 @@ Class BigGun : UnrealWeapon
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if ( !invoker.t ) invoker.t = new("BigTracer");
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invoker.t.ignoreme = self;
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invoker.t.hitlist.Clear();
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invoker.t.penetration = 1000.;
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invoker.t.penetration = 200.;
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invoker.t.Trace(origin,level.PointInSector(origin.xy),dir,10000.,0);
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for ( int i=0; i<invoker.t.hitlist.Size(); i++ )
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{
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@ -324,6 +325,7 @@ Class BigGun : UnrealWeapon
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l.hitactor.DamageMobj(invoker,self,l.hitdamage,'BigShot',DMG_THRUSTLESS);
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UTMainHandler.DoKnockback(l.hitactor,l.x,90000.);
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let b = Spawn("BigBlast",l.hitlocation-l.x*8.);
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b.special1 = l.hitdamage;
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b.angle = atan2(l.x.y,l.x.x);
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b.pitch = asin(-l.x.z);
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}
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@ -346,6 +348,7 @@ Class BigGun : UnrealWeapon
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if ( !invoker.t.Results.Side ) hitnormal *= -1;
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}
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let b = Spawn("BigBlast",invoker.t.Results.HitPos+hitnormal*8.);
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b.special1 = int(invoker.t.penetration);
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b.angle = atan2(hitnormal.y,hitnormal.x);
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b.pitch = asin(-hitnormal.z);
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if ( invoker.t.Results.HitLine ) invoker.t.Results.HitLine.RemoteActivate(self,invoker.t.Results.Side,SPAC_Impact,invoker.t.Results.HitPos);
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