set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_nex -1 "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_grenadelauncher_secondary_bouncestop 0.075
set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
+// {{{ minelayer // TODO
+set g_balance_minelayer_damage 35
+set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_force 250
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_proximityradius 150
+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
+set g_balance_minelayer_ammo 5
+set g_balance_minelayer_health 15
+set g_balance_minelayer_limit 4 // 0 disables the limit
+set g_balance_minelayer_protection 1 // don't explode if the mine would hurt the owner or a team mate
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_remote_force 300
+// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_primary_damage 65
set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_nex -1 "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_grenadelauncher_secondary_bouncestop 0.12
set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
+// {{{ minelayer // TODO
+set g_balance_minelayer_damage 35
+set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_force 250
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_proximityradius 150
+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
+set g_balance_minelayer_ammo 5
+set g_balance_minelayer_health 15
+set g_balance_minelayer_limit 4 // 0 disables the limit
+set g_balance_minelayer_protection 1 // don't explode if the mine would hurt the owner or a team mate
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_remote_force 300
+// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_primary_damage 80
set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_nex -1 "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_grenadelauncher_secondary_bouncestop 0.075
set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
+// {{{ minelayer // TODO
+set g_balance_minelayer_damage 35
+set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_force 250
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_proximityradius 150
+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
+set g_balance_minelayer_ammo 5
+set g_balance_minelayer_health 15
+set g_balance_minelayer_limit 4 // 0 disables the limit
+set g_balance_minelayer_protection 1 // don't explode if the mine would hurt the owner or a team mate
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_remote_force 300
+// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_primary_damage 65
set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_nex -1 "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_grenadelauncher_secondary_bouncestop 0.075
set g_balance_grenadelauncher_secondary_remote_detonateprimary 1
// }}}
+// {{{ minelayer // TODO
+set g_balance_minelayer_damage 35
+set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_force 250
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_proximityradius 150
+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
+set g_balance_minelayer_ammo 5
+set g_balance_minelayer_health 15
+set g_balance_minelayer_limit 4 // 0 disables the limit
+set g_balance_minelayer_protection 1 // don't explode if the mine would hurt the owner or a team mate
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_remote_force 300
+// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_primary_damage 65
set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_nex -1 "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_grenadelauncher_secondary_bouncestop 0.12
set g_balance_grenadelauncher_secondary_remote_detonateprimary 1
// }}}
+// {{{ minelayer // TODO
+set g_balance_minelayer_damage 35
+set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_force 250
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_proximityradius 150
+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
+set g_balance_minelayer_ammo 5
+set g_balance_minelayer_health 15
+set g_balance_minelayer_limit 4 // 0 disables the limit
+set g_balance_minelayer_protection 1 // don't explode if the mine would hurt the owner or a team mate
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_remote_force 300
+// }}}
// {{{ electro // TODO
set g_balance_electro_lightning 1
set g_balance_electro_primary_damage 85
seta crosshair_grenadelauncher_color_blue 0 "crosshair color blue component to display when wielding the mortar"
seta crosshair_grenadelauncher_color_alpha 1.15 "crosshair alpha value to display when wielding the mortar"
seta crosshair_grenadelauncher_size 0.7 "crosshair size when wielding the mortar"
+seta crosshair_minelayer "" "crosshair to display when wielding the mortar"
+seta crosshair_minelayer_color_red 0.75 "crosshair color red component to display when wielding the mortar"
+seta crosshair_minelayer_color_green 0.75 "crosshair color green component to display when wielding the mortar"
+seta crosshair_minelayer_color_blue 0 "crosshair color blue component to display when wielding the mortar"
+seta crosshair_minelayer_color_alpha 1.15 "crosshair alpha value to display when wielding the mortar"
+seta crosshair_minelayer_size 0.9 "crosshair size when wielding the mortar"
seta crosshair_electro "" "crosshair to display when wielding the electro"
seta crosshair_electro_color_red 0.35 "crosshair color red component to display when wielding the electro"
seta crosshair_electro_color_green 0.5 "crosshair color green component to display when wielding the electro"
set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far "minstanex nex campingrifle rocketlauncher grenadelauncher electro hagar hlac crylink laser uzi fireball seeker shotgun tuba" "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi campingrifle crylink hlac hagar shotgun laser tuba" "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "minstanex nex uzi hlac tuba seeker hagar crylink grenadelauncher shotgun electro campingrifle rocketlauncher laser fireball" "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far "minstanex nex campingrifle rocketlauncher minelayer grenadelauncher electro hagar hlac crylink laser uzi fireball seeker shotgun tuba" "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker minelayer grenadelauncher electro uzi campingrifle crylink hlac hagar shotgun laser tuba" "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "minstanex nex uzi hlac tuba seeker hagar crylink minelayer grenadelauncher shotgun electro campingrifle rocketlauncher laser fireball" "Desired weapons for close distances ordered by priority"
set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
set bot_ai_weapon_combo_threshold 0.3 "Try to make a combo N seconds after the last attack"
set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
alias allready "sv_cmd allready"
-seta cl_weaponpriority "minstanex rocketlauncher nex grenadelauncher fireball hlac hagar seeker crylink campingrifle uzi electro tuba shotgun laser hook porto" "weapon priority list"
+seta cl_weaponpriority "minstanex rocketlauncher nex minelayer grenadelauncher fireball hlac hagar seeker crylink campingrifle uzi electro tuba shotgun laser hook porto" "weapon priority list"
seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
seta cl_weaponpriority0 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives"
seta cl_weaponpriority1 "minstanex nex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy"
seta cl_weaponpriority2 "minstanex nex campingrifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact"
seta cl_weaponpriority3 "minstanex nex campingrifle uzi shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all"
-seta cl_weaponpriority4 "grenadelauncher hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons"
+seta cl_weaponpriority4 "minelayer grenadelauncher hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons"
seta cl_weaponpriority5 "laser hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving"
seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
seta cl_weaponpriority7 "" "use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun"
set g_weaponreplace_laser ""
set g_weaponreplace_shotgun ""
set g_weaponreplace_uzi ""
+set g_weaponreplace_minelayer ""
set g_weaponreplace_grenadelauncher ""
set g_weaponreplace_electro ""
set g_weaponreplace_crylink ""
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
case WEP_UZI: return 1;
case WEP_CAMPINGRIFLE: return 1;
case WEP_GRENADE_LAUNCHER: return 2;
+ case WEP_MINE_LAYER: return 2;
case WEP_ELECTRO: return 3;
case WEP_CRYLINK: return 3;
case WEP_HLAC: return 3;
case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
self.move_bounce_factor = g_balance_grenadelauncher_secondary_bouncefactor;
self.move_bounce_stopspeed = g_balance_grenadelauncher_secondary_bouncestop;
break;
+ case PROJECTILE_MINE:
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
case PROJECTILE_PORTO_RED:
self.colormod = '2 1 1';
self.alphamod = 0.5;
precache_model("models/ebomb.mdl");
precache_model("models/elaser.mdl");
precache_model("models/grenademodel.md3");
+ precache_model("models/mine.md3");
precache_model("models/hagarmissile.mdl");
precache_model("models/hlac_bullet.md3");
precache_model("models/laser.mdl");
float PROJECTILE_ELECTRO_BEAM = 6;
float PROJECTILE_GRENADE = 7;
float PROJECTILE_GRENADE_BOUNCING = 8;
-float PROJECTILE_LASER = 9;
-float PROJECTILE_HLAC = 10;
-float PROJECTILE_SEEKER = 11;
-float PROJECTILE_FLAC = 12;
-float PROJECTILE_PORTO_RED = 13;
-float PROJECTILE_PORTO_BLUE = 14;
-float PROJECTILE_HOOKBOMB = 15;
-float PROJECTILE_HAGAR = 16;
-float PROJECTILE_HAGAR_BOUNCING = 17;
-float PROJECTILE_BULLET_GLOWING = 18;
-float PROJECTILE_CRYLINK_BOUNCING = 19;
-float PROJECTILE_FIREBALL = 20;
-float PROJECTILE_FIREMINE = 21;
-float PROJECTILE_BULLET_GLOWING_TRACER = 22;
+float PROJECTILE_MINE = 9;
+float PROJECTILE_LASER = 10;
+float PROJECTILE_HLAC = 11;
+float PROJECTILE_SEEKER = 12;
+float PROJECTILE_FLAC = 13;
+float PROJECTILE_PORTO_RED = 14;
+float PROJECTILE_PORTO_BLUE = 15;
+float PROJECTILE_HOOKBOMB = 16;
+float PROJECTILE_HAGAR = 17;
+float PROJECTILE_HAGAR_BOUNCING = 18;
+float PROJECTILE_BULLET_GLOWING = 19;
+float PROJECTILE_CRYLINK_BOUNCING = 20;
+float PROJECTILE_FIREBALL = 21;
+float PROJECTILE_FIREMINE = 22;
+float PROJECTILE_BULLET_GLOWING_TRACER = 23;
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
me.TDempty(me, 0.2);
me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "g_start_weapon_laser", "0", "No start weapons"));
e.cvarOffValue = "-1";
- makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_campingrifle g_start_weapon_hlac g_start_weapon_seeker g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_porto g_start_weapon_tuba");
+ makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_campingrifle g_start_weapon_hlac g_start_weapon_seeker g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_porto g_start_weapon_tuba");
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton("OK", '0 0 0'));
<Unit filename="w_electro.qc" />
<Unit filename="w_fireball.qc" />
<Unit filename="w_grenadelauncher.qc" />
+ <Unit filename="w_minelayer.qc" />
<Unit filename="w_hagar.qc" />
<Unit filename="w_hlac.qc" />
<Unit filename="w_hook.qc" />
local float nex ; nex =-1000;
local float hagar ; hagar =-1000;
local float grenade ; grenade =-1000;
+ local float mine ; mine =-1000;
local float electro ; electro =-1000;
local float crylink ; crylink =-1000;
local float uzi ; uzi =-1000;
grenade = (cvar("g_balance_grenadelauncher_primary_damage")/cvar("g_balance_grenadelauncher_primary_refire")*1.0)
* bound(0,(cvar("g_balance_grenadelauncher_primary_speed")/distance*maxdelaytime),1)*1.1;
+ if (client_hasweapon(self, WEP_MINE_LAYER, TRUE, FALSE) &&
+ !(
+ cvar("bot_ai_weapon_combo") && self.weapon == WEP_MINE_LAYER &&
+ af > combo_time
+ )
+ )
+ mine = (cvar("g_balance_minelayer_damage")/cvar("g_balance_minelayer_refire")*1.0)
+ * 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 &&
af > combo_time
dprint("Nex: " , ftos(nex ), "\n");
dprint("Hagar: " , ftos(hagar ), "\n");
dprint("Grenade: ", ftos(grenade ), "\n");
+ dprint("Mine: " , ftos(mine ), "\n");
dprint("Electro: ", ftos(electro ), "\n");
dprint("Crylink: ", ftos(crylink ), "\n");
dprint("Uzi: " , ftos(uzi ), "\n");
w = WEP_NEX ;s = nex ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
w = WEP_HAGAR ;s = hagar ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
w = WEP_GRENADE_LAUNCHER ;s = grenade ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
+ w = WEP_MINE_LAYER ;s = mine ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
w = WEP_ELECTRO ;s = electro ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
w = WEP_CRYLINK ;s = crylink ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
w = WEP_UZI ;s = uzi ;if (s > bestscore){bestscore = s;bestweapon = w;} if (self.switchweapon == w) currentscore = s;
self = cl;
f = weapon_action(wpn, WR_CHECKAMMO1);
f = f + weapon_action(wpn, WR_CHECKAMMO2);
+
+ // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
+ local entity mine;
+ if(wpn == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ f = 1;
+
self = oldself;
}
if (!f)
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
{
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ local entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
W_SwitchToOtherWeapon(self);
return FALSE;
}
.entity flagcarried;
.entity lastrocket;
+.entity lastmine;
.float playerid;
float playerid_last;
if (g_weaponarena)
{
start_weapons = g_weaponarena;
- if (g_weaponarena & (WEPBIT_GRENADE_LAUNCHER | WEPBIT_HAGAR | WEPBIT_ROCKET_LAUNCHER))
+ if (g_weaponarena & (WEPBIT_GRENADE_LAUNCHER | WEPBIT_MINE_LAYER | WEPBIT_HAGAR | WEPBIT_ROCKET_LAUNCHER))
start_ammo_rockets = 999;
if (g_weaponarena & WEPBIT_SHOTGUN)
start_ammo_shells = 999;
#include "w_shotgun.qc"
#include "w_uzi.qc"
#include "w_grenadelauncher.qc"
+#include "w_minelayer.qc"
#include "w_electro.qc"
#include "w_crylink.qc"
#include "w_nex.qc"
--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", "Mine Layer");
+#else
+#ifdef SVQC
+.float minelayer_detonate, minelayer_mines;
+.float mine_time;
+
+void spawnfunc_weapon_minelayer (void)
+{
+ weapon_defaultspawnfunc(WEP_MINE_LAYER);
+}
+
+void W_Mine_Stick ()
+{
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+
+ // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
+
+ local entity newmine;
+ newmine = spawn();
+ newmine.classname = self.classname;
+
+ newmine.bot_dodge = self.bot_dodge;
+ newmine.bot_dodgerating = self.bot_dodgerating;
+
+ newmine.owner = self.owner;
+ setsize(newmine, '-4 -4 -4', '4 4 4');
+ setorigin(newmine, self.origin);
+ setmodel(newmine, "models/mine.md3");
+ newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+ newmine.takedamage = self.takedamage;
+ newmine.damageforcescale = self.damageforcescale;
+ newmine.health = self.health;
+ newmine.event_damage = self.event_damage;
+
+ newmine.movetype = MOVETYPE_NONE; // lock the mine in place
+ newmine.projectiledeathtype = self.projectiledeathtype;
+
+ newmine.mine_time = self.mine_time;
+
+ newmine.touch = SUB_Null;
+ newmine.think = self.think;
+ newmine.nextthink = time;
+ newmine.cnt = self.cnt;
+ newmine.flags = self.flags;
+
+ remove(self);
+ self = newmine;
+}
+
+void W_Mine_Explode ()
+{
+ if(other.takedamage == DAMAGE_AIM)
+ if(other.classname == "player")
+ if(IsDifferentTeam(self.owner, other))
+ if(IsFlying(other))
+ AnnounceTo(self.owner, "airshot");
+
+ self.event_damage = SUB_Null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage (self, self.owner, cvar("g_balance_minelayer_damage"), cvar("g_balance_minelayer_edgedamage"), cvar("g_balance_minelayer_radius"), world, cvar("g_balance_minelayer_force"), self.projectiledeathtype, other);
+
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ {
+ if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ {
+ self.owner.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self.owner) = time;
+ self.owner.switchweapon = w_getbestweapon(self.owner);
+ }
+ }
+ remove (self);
+}
+
+void W_Mine_DoRemoteExplode ()
+{
+ self.event_damage = SUB_Null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage (self, self.owner, cvar("g_balance_minelayer_remote_damage"), cvar("g_balance_minelayer_remote_edgedamage"), cvar("g_balance_minelayer_remote_radius"), world, cvar("g_balance_minelayer_remote_force"), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ {
+ if(self.owner.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ {
+ self.owner.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self.owner) = time;
+ self.owner.switchweapon = w_getbestweapon(self.owner);
+ }
+ }
+ remove (self);
+}
+
+void W_Mine_RemoteExplode ()
+{
+ if(self.owner.deadflag == DEAD_NO)
+ if((self.spawnshieldtime >= 0)
+ ? (time >= self.spawnshieldtime) // timer
+ : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_minelayer_radius")) // safety device
+ )
+ {
+ W_Mine_DoRemoteExplode();
+ }
+}
+
+void W_Mine_ProximityExplode ()
+{
+ // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
+ if(cvar("g_balance_minelayer_protection"))
+ {
+ entity head;
+ head = findradius(self.origin, cvar("g_balance_minelayer_radius"));
+ while(head)
+ {
+ if(head == self.owner || !IsDifferentTeam(head, self.owner))
+ return;
+ head = head.chain;
+ }
+ }
+
+ self.mine_time = 0;
+ W_Mine_Explode();
+}
+
+void W_Mine_Think (void)
+{
+ entity head;
+
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Mine_Explode();
+ return;
+ }
+
+ // a player's mines shall explode if he disconnects or dies
+ // TODO: Do this on team change too
+ if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Mine_Explode();
+ return;
+ }
+
+ // set the mine for detonation when a foe gets close enough
+ head = findradius(self.origin, cvar("g_balance_minelayer_proximityradius"));
+ while(head)
+ {
+ if(head.classname == "player" && head.deadflag == DEAD_NO)
+ if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
+ if(!self.mine_time)
+ {
+ spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + cvar("g_balance_minelayer_time");
+ }
+ head = head.chain;
+ }
+
+ // explode if it's time to
+ if(self.mine_time && time >= self.mine_time)
+ W_Mine_ProximityExplode();
+
+ // remote detonation
+ if (self.owner.weapon == WEP_MINE_LAYER)
+ if (self.owner.deadflag == DEAD_NO)
+ if (self.minelayer_detonate)
+ W_Mine_RemoteExplode();
+
+ if(self.csqcprojectile_clientanimate == 0)
+ UpdateCSQCProjectile(self);
+}
+
+void W_Mine_Touch (void)
+{
+ PROJECTILE_TOUCH;
+ if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
+ W_Mine_Stick();
+ else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
+ self.velocity = '0 0 0';
+}
+
+void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+ self.health = self.health - damage;
+ self.angles = vectoangles(self.velocity);
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
+}
+
+void W_Mine_Attack (void)
+{
+ local entity mine;
+ local entity flash;
+
+ // scan how many mines we placed, and return if we reached our limit
+ if(cvar("g_balance_minelayer_limit"))
+ {
+ self.minelayer_mines = 0;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ self.minelayer_mines += 1;
+
+ if(self.minelayer_mines >= cvar("g_balance_minelayer_limit"))
+ {
+ // the refire delay keeps this message from being spammed
+ sprint(self, strcat("You cannot place more than ^2", cvar_string("g_balance_minelayer_limit"), " ^7mines at a time\n") );
+ play2(self, "weapons/unavailable.wav");
+ return;
+ }
+ }
+
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.ammo_rockets = self.ammo_rockets - cvar("g_balance_minelayer_ammo");
+
+ W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", cvar("g_balance_minelayer_damage"));
+ pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ mine = WarpZone_RefSys_SpawnSameRefSys(self);
+ mine.owner = self;
+ if(cvar("g_balance_minelayer_detonatedelay") >= 0)
+ mine.spawnshieldtime = time + cvar("g_balance_minelayer_detonatedelay");
+ else
+ mine.spawnshieldtime = -1;
+ mine.classname = "mine";
+ mine.bot_dodge = TRUE;
+ mine.bot_dodgerating = cvar("g_balance_minelayer_damage") * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+
+ mine.takedamage = DAMAGE_YES;
+ mine.damageforcescale = cvar("g_balance_minelayer_damageforcescale");
+ mine.health = cvar("g_balance_minelayer_health");
+ mine.event_damage = W_Mine_Damage;
+
+ mine.movetype = MOVETYPE_TOSS;
+ PROJECTILE_MAKETRIGGER(mine);
+ mine.projectiledeathtype = WEP_MINE_LAYER;
+ 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_speed"), 0);
+ mine.angles = vectoangles (mine.velocity);
+
+ mine.touch = W_Mine_Touch;
+ mine.think = W_Mine_Think;
+ mine.nextthink = time;
+ mine.cnt = time + cvar("g_balance_minelayer_lifetime");
+ mine.flags = FL_PROJECTILE;
+
+ CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
+
+ // muzzle flash for 1st person view
+ flash = spawn ();
+ setmodel (flash, "models/flash.md3"); // precision set below
+ SUB_SetFade (flash, time, 0.1);
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+
+ // common properties
+}
+
+void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
+
+float w_minelayer(float req)
+{
+ entity mine;
+ float minfound;
+ if (req == WR_AIM)
+ {
+ // aim and decide to fire if appropriate
+ self.BUTTON_ATCK = bot_aim(cvar("g_balance_minelayer_speed"), 0, cvar("g_balance_minelayer_lifetime"), FALSE);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+ {
+ // decide whether to detonate mines
+ local entity mine, targetlist, targ;
+ local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ local float selfdamage, teamdamage, enemydamage;
+ edgedamage = cvar("g_balance_minelayer_edgedamage");
+ coredamage = cvar("g_balance_minelayer_damage");
+ edgeradius = cvar("g_balance_minelayer_radius");
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, TRUE);
+ mine = find(world, classname, "mine");
+ while (mine)
+ {
+ if (mine.owner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ targ = targetlist;
+ while (targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if (targ == self)
+ selfdamage = selfdamage + d;
+ else if (targ.team == self.team && teams_matter)
+ teamdamage = teamdamage + d;
+ else if (bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ mine = find(mine, classname, "mine");
+ }
+ local float desirabledamage;
+ desirabledamage = enemydamage;
+ if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
+ if (self.team && teamplay != 1)
+ desirabledamage = desirabledamage - teamdamage;
+
+ mine = find(world, classname, "mine");
+ while (mine)
+ {
+ if (mine.owner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ makevectors(mine.v_angle);
+ targ = targetlist;
+ if (skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while (targ)
+ {
+ if (
+ (v_forward * normalize(mine.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ )self.BUTTON_ATCK2 = TRUE;
+ targ = targ.chain;
+ }
+ }else{
+ local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
+ if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
+ if(self.enemy.classname == "player")
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ self.BUTTON_ATCK2 = TRUE;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+
+ mine = find(mine, classname, "mine");
+ }
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ self.BUTTON_ATCK2 = TRUE;
+ if ((skill > 6.5) && (selfdamage > self.health))
+ self.BUTTON_ATCK2 = FALSE;
+ //if(self.BUTTON_ATCK2 == TRUE)
+ // dprint(ftos(desirabledamage),"\n");
+ if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ }
+ }
+ else if (req == WR_THINK)
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, cvar("g_balance_minelayer_refire")))
+ {
+ W_Mine_Attack();
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_minelayer_animtime"), w_ready);
+ }
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ minfound = 0;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ {
+ if(!mine.minelayer_detonate)
+ {
+ mine.minelayer_detonate = TRUE;
+ minfound = 1;
+ }
+ }
+ if(minfound)
+ sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ else if (req == WR_PRECACHE)
+ {
+ precache_model ("models/flash.md3");
+ precache_model ("models/mine.md3");
+ precache_model ("models/weapons/g_minelayer.md3");
+ precache_model ("models/weapons/v_minelayer.md3");
+ precache_model ("models/weapons/h_minelayer.iqm");
+ precache_sound ("weapons/mine_det.wav");
+ precache_sound ("weapons/mine_fire.wav");
+ precache_sound ("weapons/mine_stick.wav");
+ precache_sound ("weapons/mine_trigger.wav");
+ }
+ else if (req == WR_SETUP)
+ {
+ weapon_setup(WEP_MINE_LAYER);
+ }
+ else if (req == WR_CHECKAMMO1)
+ {
+ // don't switch while placing a mine
+ if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+ && self.ammo_rockets < cvar("g_balance_minelayer_ammo"))
+ return FALSE;
+ }
+ else if (req == WR_CHECKAMMO2)
+ return FALSE;
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_minelayer(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/mine_exp.wav");
+ }
+ else if (req == WR_SUICIDEMESSAGE)
+ w_deathtypestring = "%s exploded";
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
+ w_deathtypestring = "%s got too close to %s's mine";
+ else if(w_deathtype & HITTYPE_SPLASH)
+ w_deathtypestring = "%s almost dodged %s's mine";
+ else
+ w_deathtypestring = "%s stepped on %s's mine";
+ }
+ return TRUE;
+}
+#endif
+#endif