]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
fix ammo usage, and revert the size change to the electro blobs, it's not even needed...
authorFruitieX <rasse@rasse-lappy.localdomain>
Sun, 18 Jul 2010 21:22:41 +0000 (00:22 +0300)
committerFruitieX <rasse@rasse-lappy.localdomain>
Sun, 18 Jul 2010 21:22:41 +0000 (00:22 +0300)
balanceFruit.cfg
qcsrc/server/w_electro.qc

index e48eba308b0c4ed65a56ffbce82711e7b0b66960..d010748fab09e7cbae66c7cdd5917466a6c76b04 100644 (file)
@@ -18,7 +18,7 @@ set g_start_weapon_fireball 0 "0 = never provide the weapon, 1 = always provide
 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_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
 set g_start_ammo_nails 0
 set g_start_ammo_rockets 0
 set g_start_ammo_cells 0
@@ -54,12 +54,12 @@ set g_balance_nix_ammoincr_fuel 2
 // {{{ pickup items
 set g_pickup_ammo_anyway 1
 set g_pickup_weapons_anyway 1
 // {{{ 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_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
 set g_pickup_cells 25
 set g_pickup_cells_max 200
 set g_pickup_fuel 25
@@ -303,12 +303,12 @@ set g_balance_grenadelauncher_secondary_bouncestop 0.075
 // }}}
 // {{{ electro // TODO
 set g_balance_electro_lightning 1
 // }}}
 // {{{ 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_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_speed 0
 set g_balance_electro_primary_spread 0
 set g_balance_electro_primary_lifetime 0
@@ -316,26 +316,26 @@ set g_balance_electro_primary_refire 0.03333333
 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_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_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_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_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_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
 set g_balance_electro_combo_radius 250
 set g_balance_electro_combo_comboradius 0
 set g_balance_electro_combo_speed 2000
index 42b9887cee8579728b50254d9cf9b9d2ff5dc999..1959d9a983bf90a28a3d36cf0940654dd2c7f468 100644 (file)
@@ -142,7 +142,7 @@ void W_Electro_Attack2()
 {
        local entity proj;
 
 {
        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);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -166,7 +166,7 @@ void W_Electro_Attack2()
        proj.movetype = MOVETYPE_BOUNCE;
        W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
        proj.touch = W_Plasma_Touch;
        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");
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
        proj.health = cvar("g_balance_electro_secondary_health");
@@ -208,6 +208,7 @@ void lgbeam_think()
        self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
 }
 
        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)
 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)
@@ -231,16 +232,19 @@ void exteriorlgbeam_think()
 
        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));
 
 
        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");
        }
 
                self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
        }
 
@@ -402,7 +406,12 @@ float w_electro(float req)
        else if (req == WR_SETUP)
                weapon_setup(WEP_ELECTRO);
        else if (req == WR_CHECKAMMO1)
        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)
        else if (req == WR_CHECKAMMO2)
                return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
        else if (req == WR_RESETPLAYER)