set g_balance_pause_health_regen 5
set g_balance_pause_health_regen_spawn 0
set g_balance_health_rot 0.1
-set g_balance_health_rotlinear 0
-set g_balance_pause_health_rot 5
-set g_balance_pause_health_rot_spawn 10
+set g_balance_health_rotlinear 2.5
+set g_balance_pause_health_rot 4
+set g_balance_pause_health_rot_spawn 8
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 300
+set g_balance_health_limit 999
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
-set g_balance_armor_rot 0.05
-set g_balance_armor_rotlinear 0
-set g_balance_pause_armor_rot 5
-set g_balance_pause_armor_rot_spawn 10
+set g_balance_armor_rot 0.1
+set g_balance_armor_rotlinear 2.5
+set g_balance_pause_armor_rot 4
+set g_balance_pause_armor_rot_spawn 8
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 300
+set g_balance_armor_limit 999
set g_balance_armor_blockpercent 0.7
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
set g_balance_fuel_rot 0.05
set g_balance_fuel_rotlinear 0
-set g_balance_pause_fuel_rot 5
-set g_balance_pause_fuel_rot_spawn 10
+set g_balance_pause_fuel_rot 4
+set g_balance_pause_fuel_rot_spawn 8
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
set g_balance_fuel_limit 999
// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 800
-set g_balance_falldamage_factor 0.20
-set g_balance_falldamage_maxdamage 15
+set g_balance_falldamage_factor 0.02 // maxspeed = minspeed + maxdamage / factor = 4550
+set g_balance_falldamage_maxdamage 75
// }}}
// {{{ powerups
// {{{ weapon properties
// {{{ laser
set g_balance_laser_primary_damage 20
-set g_balance_laser_primary_edgedamage 20
-set g_balance_laser_primary_force 240
+set g_balance_laser_primary_edgedamage 10
+set g_balance_laser_primary_force 230
set g_balance_laser_primary_radius 60
set g_balance_laser_primary_speed 9000
set g_balance_laser_primary_spread 0
set g_balance_laser_primary_shotangle 0
set g_balance_laser_primary_delay 0
set g_balance_laser_primary_gauntlet 0
-set g_balance_laser_primary_force_zscale 1.4
+set g_balance_laser_primary_force_zscale 1.3
set g_balance_laser_primary_force_velocitybias 0
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 35
// {{{ shotgun
set g_balance_shotgun_primary_bullets 10
set g_balance_shotgun_primary_damage 5
-set g_balance_shotgun_primary_force 60
+set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_spread 0.07
set g_balance_shotgun_primary_refire 0.8
set g_balance_shotgun_primary_animtime 0.2
set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
set g_balance_uzi_spread_min 0.02
set g_balance_uzi_spread_max 0.6
-set g_balance_uzi_spread_add 0.012
+set g_balance_uzi_spread_add 0.008
-set g_balance_uzi_burst 5 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
-set g_balance_uzi_burst_refire2 0.75 // refire after burst
-set g_balance_uzi_burst_spread 0.04
+set g_balance_uzi_burst_refire2 0.4 // refire after burst
+set g_balance_uzi_burst_spread 0.03
set g_balance_uzi_burst_damage 18 // 90 dps (but 90 dmg deliverd in .25s)
set g_balance_uzi_burst_force 50
set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_uzi_first_spread 0.015
-set g_balance_uzi_first_refire 0.3
+set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
-set g_balance_uzi_sustained_damage 12 // 120 dps
-set g_balance_uzi_sustained_force 10
-set g_balance_uzi_sustained_spread 0.08
+set g_balance_uzi_sustained_damage 14 // 120 dps
+set g_balance_uzi_sustained_force 12
+set g_balance_uzi_sustained_spread 0.02
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
// }}}
// {{{ electro
set g_balance_electro_lightning 0
-set g_balance_electro_primary_damage 50
+set g_balance_electro_primary_damage 40
set g_balance_electro_primary_edgedamage 0
-set g_balance_electro_primary_force 200
+set g_balance_electro_primary_force 150
set g_balance_electro_primary_force_up 0
set g_balance_electro_primary_radius 150
set g_balance_electro_primary_comboradius 0
set g_balance_electro_primary_speed 2000
set g_balance_electro_primary_spread 0
set g_balance_electro_primary_lifetime 30
-set g_balance_electro_primary_refire 0.5
+set g_balance_electro_primary_refire 0.65
set g_balance_electro_primary_animtime 0.3
set g_balance_electro_primary_ammo 2
set g_balance_electro_primary_range 0
set g_balance_electro_secondary_damage 25
set g_balance_electro_secondary_edgedamage 0
-set g_balance_electro_secondary_force 100
-set g_balance_electro_secondary_radius 100
-set g_balance_electro_secondary_speed 900
-set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_radius 25
+set g_balance_electro_secondary_speed 750
+set g_balance_electro_secondary_speed_up 150
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.025
set g_balance_electro_secondary_lifetime 5
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 2
set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_bouncefactor 0.5
+set g_balance_electro_secondary_bouncestop 0.01
set g_balance_electro_combo_damage 80
set g_balance_electro_combo_edgedamage 10
-set g_balance_electro_combo_force 80
+set g_balance_electro_combo_force 150
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_speed 1000
// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 5
-set g_balance_crylink_primary_edgedamage 2.5
+set g_balance_crylink_primary_edgedamage 2
set g_balance_crylink_primary_force 25
-set g_balance_crylink_primary_radius 50
-set g_balance_crylink_primary_speed 2500
-set g_balance_crylink_primary_spread 0.04
+set g_balance_crylink_primary_radius 65
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.075
set g_balance_crylink_primary_shots 12
set g_balance_crylink_primary_bounces 1
set g_balance_crylink_primary_refire 1
set g_balance_crylink_primary_animtime 0.4
set g_balance_crylink_primary_ammo 2
set g_balance_crylink_primary_bouncedamagefactor 0.2
-set g_balance_crylink_primary_joinspeed 0
+set g_balance_crylink_primary_joinspeed 2000
-set g_balance_crylink_primary_middle_lifetime 5 // range: 10000 full, fades to 20000
+set g_balance_crylink_primary_middle_lifetime 5
set g_balance_crylink_primary_middle_fadetime 5
-set g_balance_crylink_primary_star_lifetime 2 // range: 800 full, fades to 1300
-set g_balance_crylink_primary_star_fadetime 0.25
-set g_balance_crylink_primary_other_lifetime 2 // range: 800 full, fades to 1300
-set g_balance_crylink_primary_other_fadetime 0.25
+set g_balance_crylink_primary_star_lifetime 5
+set g_balance_crylink_primary_star_fadetime 2.5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_other_fadetime 2.5
set g_balance_crylink_secondary 1
set g_balance_crylink_secondary_damage 2
set g_balance_crylink_secondary_animtime 0.15
set g_balance_crylink_secondary_ammo 1
set g_balance_crylink_secondary_bouncedamagefactor 0.5
-set g_balance_crylink_secondary_joinspeed 0
+set g_balance_crylink_secondary_joinspeed 1000
set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to 10000
set g_balance_crylink_secondary_middle_fadetime 5
set g_balance_crylink_secondary_line_fadetime 2
// }}}
// {{{ nex
-set g_balance_nex_primary_damage 100
+set g_balance_nex_primary_damage 110
set g_balance_nex_primary_force 600
set g_balance_nex_primary_refire 0.75
set g_balance_nex_primary_animtime 0.3
set g_balance_nex_secondary 1
set g_balance_nex_secondary_charge 1
-set g_balance_nex_secondary_charge_rate 0.7
+set g_balance_nex_secondary_charge_rate 0.6
set g_balance_nex_secondary_damage 100
set g_balance_nex_secondary_force 600
set g_balance_nex_secondary_refire 1.5
set g_balance_minstanex_ammo 10
// }}}
// {{{ hagar
-set g_balance_hagar_primary_damage 30
-set g_balance_hagar_primary_edgedamage 10
-set g_balance_hagar_primary_force 60
-set g_balance_hagar_primary_radius 50
+set g_balance_hagar_primary_damage 25
+set g_balance_hagar_primary_edgedamage 5
+set g_balance_hagar_primary_force 70
+set g_balance_hagar_primary_radius 60
set g_balance_hagar_primary_spread 0.010
-set g_balance_hagar_primary_speed 3000
+set g_balance_hagar_primary_speed 2500
set g_balance_hagar_primary_lifetime 30
set g_balance_hagar_primary_refire 0.2
set g_balance_hagar_primary_ammo 1
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
set g_balance_campingrifle_bursttime 0
set g_balance_campingrifle_primary_tracer 1
-set g_balance_campingrifle_primary_damage 60
+set g_balance_campingrifle_primary_damage 50
set g_balance_campingrifle_primary_headshotaddeddamage 90
set g_balance_campingrifle_primary_spread 0
set g_balance_campingrifle_primary_force 2
return;
}
self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
+ // self.angles = vectoangles(self.velocity); // csqc
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
return;
}
self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
+ // self.angles = vectoangles(self.velocity); // csqc
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
void W_Crylink_Attack (void)
{
- local float counter, shots;
- local entity proj, prevproj, firstproj;
- local vector s;
- vector forward, right, up;
+ float counter, shots;
+ entity proj, prevproj, firstproj;
+ vector forward, right, up, s
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
}
proj.cnt = cvar("g_balance_crylink_primary_bounces");
+
//proj.scale = 1 + 1 * proj.cnt;
-
- proj.angles = vectoangles (proj.velocity);
-
+ //proj.angles = vectoangles (proj.velocity); // csqc
//proj.glow_size = 20;
proj.flags = FL_PROJECTILE;
proj.cnt = cvar("g_balance_crylink_secondary_bounces");
//proj.scale = 1 + 1 * proj.cnt;
- proj.angles = vectoangles (proj.velocity);
+ // proj.angles = vectoangles (proj.velocity); // csqc
//proj.glow_size = 20;
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
if(cvar("g_balance_crylink_primary_joinspeed") != 0)
self.crylink_waitrelease = 1;
- }
+ }
}
else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
{
{
if(self.crylink_waitrelease == 1)
{
- W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));
+ W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));
+
+ // 'splode @ join, if timing is just right, you get the target with the join-explode splash first, then the individual projectile's damage.
+ self.crylink_lastgroup.think = W_Crylink_Touch;
+ self.crylink_lastgroup.nextthink = w_crylink_linkjoin_time + time;
+
}
else
{
}
}
}
+
self.crylink_waitrelease = 0;
}
}