set g_start_weapon_seeker 0 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_balance_health_start 125
set g_balance_armor_start 0
-set g_start_ammo_shells 20
+set g_start_ammo_shells 14
set g_start_ammo_nails 0
set g_start_ammo_rockets 0
set g_start_ammo_cells 0
// {{{ pickup items
set g_pickup_ammo_anyway 1
set g_pickup_weapons_anyway 1
-set g_pickup_shells 15
-set g_pickup_shells_max 100
-set g_pickup_nails 150
+set g_pickup_shells 10
+set g_pickup_shells_max 30
+set g_pickup_nails 120
set g_pickup_nails_max 300
set g_pickup_rockets 15
-set g_pickup_rockets_max 200
+set g_pickup_rockets_max 150
set g_pickup_cells 25
set g_pickup_cells_max 200
set g_pickup_fuel 25
// }}}
// {{{ electro // TODO
set g_balance_electro_lightning 1
-set g_balance_electro_primary_damage 120
+set g_balance_electro_primary_damage 100
set g_balance_electro_primary_edgedamage 0
set g_balance_electro_primary_force 900
set g_balance_electro_primary_force_up 100
set g_balance_electro_primary_radius 850
-set g_balance_electro_primary_comboradius 30
+set g_balance_electro_primary_comboradius 45
set g_balance_electro_primary_speed 0
set g_balance_electro_primary_spread 0
set g_balance_electro_primary_lifetime 0
set g_balance_electro_primary_animtime 0.03333333
set g_balance_electro_primary_ammo 1
set g_balance_electro_primary_range 800
-set g_balance_electro_secondary_damage 30
-set g_balance_electro_secondary_spread 0.05
+set g_balance_electro_secondary_damage 50
+set g_balance_electro_secondary_spread 0
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 700
+set g_balance_electro_secondary_speed 800
set g_balance_electro_secondary_speed_up 0
set g_balance_electro_secondary_speed_z 200
-set g_balance_electro_secondary_spread 0.15
-set g_balance_electro_secondary_lifetime 2.5
-set g_balance_electro_secondary_refire 0.2
-set g_balance_electro_secondary_refire2 1
-set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_spread 0.08
+set g_balance_electro_secondary_lifetime 3
+set g_balance_electro_secondary_refire 0.6
+set g_balance_electro_secondary_refire2 0
+set g_balance_electro_secondary_animtime 0.6
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 5
set g_balance_electro_secondary_damageforcescale 4
set g_balance_electro_secondary_count 3
-set g_balance_electro_combo_damage 30
+set g_balance_electro_combo_damage 50
set g_balance_electro_combo_edgedamage 0
-set g_balance_electro_combo_force 130
+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 2000
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.movetype = MOVETYPE_BOUNCE;
W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
proj.touch = W_Plasma_Touch;
- setsize(proj, '-3 -3 -3', '3 3 3');
+ setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
proj.health = cvar("g_balance_electro_secondary_health");
self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
}
+// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
void exteriorlgbeam_think()
{
if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
- // apply the damage
- if(trace_fraction < 1 && self.nextdamagethink <= time)
+ if(self.nextdamagethink <= time)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
+ if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
- vector force;
- force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
- W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ // apply the damage
+ if(trace_fraction < 1)
+ {
+ vector force;
+ force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+ Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
+ W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ }
self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
}
else if (req == WR_SETUP)
weapon_setup(WEP_ELECTRO);
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ {
+ if(cvar("g_balance_electro_lightning"))
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+ else
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ }
else if (req == WR_CHECKAMMO2)
return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
else if (req == WR_RESETPLAYER)