- 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.
149 lines
4.5 KiB
Text
149 lines
4.5 KiB
Text
OptionValue "IntroTypeMenu"
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{
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0, "$STING_UNREAL98"
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1, "$STING_UNREAL97"
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2, "$STING_UNREAL96"
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3, "$STING_UNREAL95"
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}
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OptionMenu "UnrealOptionMenu"
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{
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Title "$STING_MTITLE"
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Option "$STING_INTRO", "stinger_introtype", "IntroTypeMenu"
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Command "$FLAK_APPLY", "event refreshmenu"
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StaticText " "
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StaticText "$STING_HOPTS", "Gold"
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HudType " "
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StaticText " "
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StaticText " "
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StaticText " "
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StaticText " "
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Slider "$STING_HUDMODE", "stinger_hudmode", 0, 5, 1, 0
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Option "$STING_TRANSEXT", "sting_transext", "YesNo"
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StaticText " "
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StaticText "$STING_POPTS", "Gold"
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Option "$STING_TELEHAND", "sting_telegun", "YesNo"
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Option "$STING_FLARES", "sting_flares", "YesNo"
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Command "$FLAK_APPLY", "netevent refreshtrans"
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Option "$STING_STINGER", "sting_stinger", "YesNo"
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Option "$STING_STINGERB", "sting_stingerb", "YesNo"
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Option "$STING_RIFLE", "sting_rifle", "YesNo"
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Option "$STING_RIFLEL", "sting_riflel", "YesNo"
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Option "$STING_RAZOR", "sting_razor", "YesNo"
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Option "$STING_EHOLD", "sting_ehold", "YesNo"
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Option "$STING_BHOLD", "sting_bhold", "YesNo"
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StaticText " "
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StaticText "$STING_DOPTS", "Gold"
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Option "$STING_AUTODUAL", "sting_automags", "YesNo"
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Option "$STING_PROTODUAL", "sting_protomags", "YesNo"
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StaticText " "
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StaticText "$STING_UOPTS", "Gold"
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Option "$STING_DPISTOL", "sting_dpistol", "YesNo"
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Option "$STING_PSHIELD", "sting_pshield", "YesNo"
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Option "$STING_NOPSTART", "sting_nopstart", "YesNo"
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Option "$STING_OLSMP", "sting_olsmp", "YesNo"
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Option "$STING_MSENTRY", "sting_msentry", "YesNo"
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Option "$STING_DUBIOUS", "sting_dubious", "YesNo"
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StaticText " "
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StaticText "$STING_QOPTS", "Gold"
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Option "$STING_AUTOSCUBA", "sting_autoscuba", "YesNo"
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Option "$STING_RAZORAIM", "sting_razoraim", "YesNo"
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Option "$STING_BIOSPLASH", "sting_biosplash", "YesNo"
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Option "$STING_FLAMETSPREAD", "sting_flametspread", "YesNo"
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Option "$STING_IMPSELF", "sting_impself", "YesNo"
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}
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AddOptionMenu "OptionsMenu"
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{
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StaticText " "
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Submenu "$STING_MTITLE", "UnrealOptionMenu"
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Submenu "$STING_MCREDS", "UnrealCreditsMenu"
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}
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OptionMenu "UnrealCreditsMenu"
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{
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Title "$STING_MCREDS"
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StaticText "$STING_CDR", "Gold"
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StaticText " "
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StaticText "$STING_CLEAD", "White"
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StaticText "Marisa Kirisame"
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StaticText " "
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StaticText "$STING_CASSETS", "White"
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StaticText "Epic Games, id Software, Bethesda Softworks"
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StaticText " "
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StaticText "$STING_CPATRON", "White"
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StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,"
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StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy"
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StaticText " "
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StaticText "$STING_CTHANK", "White"
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StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
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StaticText " "
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StaticText "$STING_CUNR", "Gold"
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StaticText " "
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StaticText "$STING_CTOP"
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StaticText " "
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StaticText "$STING_CGDES", "White"
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StaticText "James Schmalz, Cliff Bleszinski"
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StaticText " "
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StaticText "$STING_CLEVEL", "White"
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StaticText "Cliff Bleszinski, T. Elliot Cannon,"
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StaticText "Pancho Eekels, Jeremy War,"
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StaticText "Cedric Fiorentino, Shane Caudle"
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StaticText " "
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StaticText "$STING_CANIM", "White"
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StaticText "Dave Carter"
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StaticText " "
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StaticText "$STING_CART", "White"
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StaticText "James Schmalz, Mike Leatham, Artur Bialas"
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StaticText " "
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StaticText "$STING_CPROG", "White"
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StaticText "Tim Sweeney, Steven Polge, Erik de Neve,"
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StaticText "James Schmalz, Carlo Vogelsang, Nick Michon"
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StaticText " "
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StaticText "$STING_CMUS", "White"
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StaticText "Alexander Brandon, Michiel van den Bos"
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StaticText " "
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StaticText "$STING_CSND", "White"
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StaticText "Dave Ewing"
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StaticText " "
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StaticText "$STING_CGT", "White"
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StaticText "Jason Schreiber"
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StaticText " "
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StaticText "$STING_CBIZ", "White"
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StaticText "Mark Rein, Nigel Kent, Craig Lafferty"
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StaticText " "
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}
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ListMenu "MainMenu"
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{
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Class "UnrealListMenu"
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LineSpacing 40
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Position 0, 0
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UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
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UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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IfOption(ReadThis)
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{
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UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
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}
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UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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ListMenu "MainMenuTextOnly"
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{
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Class "UnrealListMenu"
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LineSpacing 40
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Position 0, 0
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UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
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UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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IfOption(ReadThis)
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{
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UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
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}
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UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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