raptor_beam_leangth = CCVAR("_beam_length");
raptor_beam_refire = CCVAR("_beam_refire");
- raptor_shield_max = CCVAR("_shield_max");
+ raptor_shield_max = CCVAR("_shield");
raptor_shield_regen = CCVAR("_shield_regen");
- raptor_health_max = CCVAR("_health_max");
+ raptor_health_max = CCVAR("_health");
raptor_health_regen = CCVAR("_health_regen");
- raptor_energy_max = CCVAR("_energy_max");
+ raptor_energy_max = CCVAR("_energy");
raptor_energy_regen = CCVAR("_energy_regen");
}
}
void raptor_beam (vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float deathtype)
-
{
vector hitloc, force, endpoint, dir;
entity ent;
setorigin(player,vhic.origin + '0 0 32');
// Aim the gunz
+ /*
vector target_angle, move_angle, org1, org2, targ;
makevectors(player.v_angle);
move_angle = shortangle_vxy(move_angle,(vhic.angles + vhic.gun2.angles));
vhic.gun2.angles_x = bound(-15,move_angle_x + vhic.gun2.angles_x,15);
vhic.gun2.angles_y = bound(-20,move_angle_y + vhic.gun2.angles_y,20);
-
+ */
if(player.BUTTON_ATCK)
if(vhic.vehicle_energy > (raptor_beam_aps * sys_frametime))
{
raptor_spawn();
}
-void spawnfunc_vehicle_raptor2()
+void spawnfunc_vehicle_raptor()
{
self.cvar_basename = "g_vehicle_raptor";
raptor_loadsettings();
}
-void spawnfunc_vehicle_raptor()
+void spawnfunc_vehicle_raptor2()
{
entity iqm,dpm,md3;
if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
{
- if not (self.tur_head.enemy)
+
+ if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
{
self.tur_head.enemy = spawn();
self.tur_head.enemy.effects = EF_LOWPRECISION;
}
- setmodel(self.tur_head.enemy,"models/vhshield.md3");
- setattachment(self.tur_head.enemy,self,"");
+ setmodel(self.tur_head.enemy, "models/vhshield.md3");
+ setattachment(self.tur_head.enemy, self, "");
self.tur_head.enemy.colormod = '1 1 1';
self.tur_head.enemy.alpha = 0.45;
.entity gun1;
.entity gun2;
+.entity shield;
+
.float vehicle_health;
.float vehicle_shield;
.float vehicle_energy;
--- /dev/null
+set g_vehicle_raptor_reload 1\r
+\r
+set g_vehicle_raptor_movestyle 1\r
+set g_vehicle_raptor_turnspeed 90\r
+set g_vehicle_raptor_turnroll 0.1\r
+set g_vehicle_raptor_pitchspeed 45\r
+set g_vehicle_raptor_speed_forward 1500\r
+set g_vehicle_raptor_speed_strafe 1500\r
+set g_vehicle_raptor_speed_up 1250\r
+set g_vehicle_raptor_speed_down 1400\r
+\r
+set g_vehicle_raptor_bomblet_waves 2\r
+set g_vehicle_raptor_bomblet_wavefirst 0.5\r
+set g_vehicle_raptor_bomblet_wavenext 0.3\r
+set g_vehicle_raptor_bomblet_wawespread 0.3\r
+set g_vehicle_raptor_bomblets 3\r
+set g_vehicle_raptor_bomblet_damage 90\r
+set g_vehicle_raptor_bomblet_edgedamage 40\r
+set g_vehicle_raptor_bomblet_radius 250\r
+set g_vehicle_raptor_bomblet_force 300\r
+set g_vehicle_raptor_bombs_refire 1\r
+\r
+set g_vehicle_raptor_beam_dps 200\r
+set g_vehicle_raptor_beam_fops 150\r
+set g_vehicle_raptor_beam_aps 100\r
+set g_vehicle_raptor_beam_size 8\r
+set g_vehicle_raptor_beam_leangth 1\r
+set g_vehicle_raptor_beam_refire 2\r
+\r
+set g_vehicle_raptor_shield 250\r
+set g_vehicle_raptor_shield_regen 50\r
+\r
+set g_vehicle_raptor_health 250\r
+set g_vehicle_raptor_health_regen 10\r
+\r
+set g_vehicle_raptor_energy 300\r
+set g_vehicle_raptor_energy_regen 50
\ No newline at end of file