set g_balance_minelayer_force 250
set g_balance_minelayer_radius 175
set g_balance_minelayer_detectionradius 150
-set g_balance_minelayer_speed 0
-set g_balance_minelayer_speedstart 750
+set g_balance_minelayer_speed 750
set g_balance_minelayer_lifetime 60
set g_balance_minelayer_refire 1.5
set g_balance_minelayer_animtime 0.4
)
)
mine = (cvar("g_balance_minelayer_damage")/cvar("g_balance_minelayer_refire")*1.0)
- * bound(0,(cvar("g_balance_minelayer_speedstart")/distance*maxdelaytime),1)*1.1;
+ * bound(0,(cvar("g_balance_minelayer_speed")/distance*maxdelaytime),1)*1.1;
if (client_hasweapon(self, WEP_ELECTRO, TRUE, FALSE) &&
!( cvar("bot_ai_weapon_combo") && self.weapon == WEP_ELECTRO &&
setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speedstart"), 0);
+ W_SetupProjectileVelocity(mine, cvar("g_balance_minelayer_speed"), 0);
mine.angles = vectoangles (mine.velocity);
mine.touch = W_Mine_Touch;