// {{{ #7: Arc
set g_balance_arc_primary_ammo 0
set g_balance_arc_primary_animtime 0
-set g_balance_arc_primary_damage 100
+set g_balance_arc_primary_damage 150
set g_balance_arc_primary_degreespersegment 1
set g_balance_arc_primary_distancepersegment 0
set g_balance_arc_primary_falloff_halflifedist 0
set g_balance_arc_primary_falloff_maxdist 0
set g_balance_arc_primary_falloff_mindist 0
-set g_balance_arc_primary_force 0
+set g_balance_arc_primary_force 2000
set g_balance_arc_primary_maxangle 10
-set g_balance_arc_primary_range 700
+set g_balance_arc_primary_range 1000
set g_balance_arc_primary_refire 0
set g_balance_arc_primary_returnspeed 8
set g_balance_arc_secondary_ammo 0
// we collided with geometry
#ifdef ARC_DEBUG
te_lightning1(self.lg_ents[i - 1], last_origin, trace_endpos);
- te_customflash(trace_endpos, 40, 2, '0 0 1');
+ te_customflash(trace_endpos, 50, 2, '0 0 1');
+ hit_something = TRUE;
#endif
break;
}
#ifdef ARC_DEBUG
if(!hit_something)
{
- te_customflash(trace_endpos, 40, 2, '1 1 1');
+ te_customflash(trace_endpos, 50, 2, '0 1 0');
}
#endif