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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@ -3,10 +3,10 @@ Class SMiniAmmo : Ammo
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Default
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{
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Inventory.Icon "I_SMini";
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Inventory.Amount 20;
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Inventory.MaxAmount 30;
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Inventory.Amount 32;
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Inventory.MaxAmount 32;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 50;
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Ammo.BackpackMaxAmount 64;
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}
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override bool TryPickup( in out Actor toucher )
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{
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@ -37,7 +37,7 @@ Class SMiniShell : FastProjectile
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{
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Obituary "$O_SMINI";
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DamageType 'Shot';
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DamageFunction 150;
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DamageFunction 300;
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Radius 4;
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Height 4;
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Speed 200;
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@ -71,12 +71,12 @@ Class SMiniShell : FastProjectile
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A_AlertMonsters();
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A_SetRenderStyle(1.0,STYLE_Add);
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A_NoGravity();
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A_Explode(150,50,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_Explode(150,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
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A_SprayDecal("SmallRocketBlast");
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UTMainHandler.DoBlast(self,50,20000);
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Scale *= FRandom[ExploS](0.8,1.1);
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UTMainHandler.DoBlast(self,120,20000);
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Scale *= FRandom[ExploS](1.4,1.8);
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Scale.x *= RandomPick[ExploS](-1,1);
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Scale.y *= RandomPick[ExploS](-1,1);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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@ -244,13 +244,13 @@ Class SMiniGun : UnrealWeapon
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Inventory.PickupMessage "$I_SMINI";
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Weapon.UpSound "smini/select";
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Weapon.SlotNumber 0;
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Weapon.SelectionOrder 1;
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Weapon.SelectionOrder 10;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "SMiniAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "SMiniAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 20;
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Weapon.AmmoGive 32;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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UTWeapon.DropAmmo 4;
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