set g_monster_shalrath_heal_minhealth 250 "Health limit below which Vore will try to heal itself"
set g_monster_shalrath_heal_range 200 "Maximum healing distance"
set g_monster_shalrath_heal_delay 1.5 "Delay between healing bursts"
+set g_monster_shalrath_shield_blockpercent 20 "% of damage inflicted on Vore if using a force field"
+set g_monster_shalrath_shield_delay 7 "Refire for Vore force shield"
+set g_monster_shalrath_shield_time 3 "Amount of time Vore force field lasts"
// Zombie
set g_monster_zombie 1 "Enable Zombies"
float autocvar_g_monster_shalrath_heal_minhealth;
float autocvar_g_monster_shalrath_heal_range;
float autocvar_g_monster_shalrath_heal_delay;
+float autocvar_g_monster_shalrath_shield_time;
+float autocvar_g_monster_shalrath_shield_delay;
+float autocvar_g_monster_shalrath_shield_blockpercent;
// animations
const float shalrath_anim_idle = 0;
setmodel(self.weaponentity, "models/onslaught/generator_shield.md3");
setattachment(self.weaponentity, self, "");
self.weaponentity.classname = "shield";
- self.weaponentity.ltime = time + 3;
+ self.weaponentity.ltime = time + autocvar_g_monster_shalrath_shield_time;
self.weaponentity.health = 70;
self.weaponentity.alpha = 0.5;
self.weaponentity.scale = self.scale * 0.6;
self.weaponentity.movetype = MOVETYPE_NOCLIP;
self.weaponentity.avelocity = '7 0 11';
- self.lastshielded = time + 7; // 1 shield every 7 seconds?
+ self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
monsters_setframe(shalrath_anim_attack);
self.attack_finished_single = time + 1;
- self.armorvalue = 0.2;
+ self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
}
void shalrath_die ()