Beta 2. Changes are as follows:
- Corrected selection order of all weapons. - Rewrote flaky reloading code. Should be more robust now. - [flak_m] manually triggered player animations no longer happen while dead. - Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage. - Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up. - Razorclaw no longer stunlocks and can gib. - Razorclaw damages increased (5/20 → 6/30). - Dispersion Pistol alt splash damage radius reduced (120 → 80); - Fixed Dispersion Pistol switching out instead of releasing when out of ammo. - Dispersion Pistol will only autoselect if it has at least 10 ammo. - Increased Fireblaster alt projectile damage (50 → 60). - Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo. - Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32). - Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120). - Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5). - Impaler bolt seek range now affected by Amplifier. - Reduced Impaler base explosion radius (120 → 80). - Impaler altfire drain also affected by Amplifier too. - Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn. - Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it. - Doubled the damage boost of Razorjack charging. - Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate. - Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20). - Reduced Stunner ammo consumption for a full charge (20 → 10). - Stunner now also flagged as a "wimpy weapon". - Reduced Eightball splash damage radius (200/200 → 120/140). - Dispersion Pistol and Stunner always have at least 1 ammo after each shot. - Added option to disable Impaler beam self-damage.
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26 changed files with 215 additions and 146 deletions
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@ -177,7 +177,7 @@ Class UFireball2 : UFireball
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{
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Radius 8;
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Height 8;
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DamageFunction 50;
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DamageFunction 60;
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Speed 5;
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UFireball.SpreadFactor 0.35;
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UFireball.NumSmokes 2;
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@ -283,7 +283,7 @@ Class FlameGun : UnrealWeapon
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Inventory.PickupMessage "$I_FLAMEGUN";
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Weapon.UpSound "flamegun/select";
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Weapon.SlotNumber 5;
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Weapon.SelectionOrder 2;
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Weapon.SelectionOrder 1200;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "FlameAmmo";
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Weapon.AmmoUse 10;
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@ -356,7 +356,8 @@ Class FlameGun : UnrealWeapon
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TNT1 A 1
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{
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A_CheckReload();
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A_WeaponReady();
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if ( invoker.Ammo1.Amount >= 30 ) A_WeaponReady();
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else A_WeaponReady(WRF_NOSECONDARY);
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}
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Wait;
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Idle:
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