From f0f23b8106da7317491fd212be1d31f25bcaba68 Mon Sep 17 00:00:00 2001 From: lordhavoc Date: Mon, 29 May 2006 22:40:46 +0000 Subject: [PATCH] changed electro secondary fire to fire continuously (instead of bursts), increased combo radius, increased lifetime of secondary shots (now 5 seconds instead of 2), now the electro rocks - try bouncing shots around a corner and then setting them off, you might kill a player or bot changed electro combo effect to be more impressive git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1477 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- data/default.cfg | 25 +++++------ data/effectinfo.txt | 66 +++++++++++++++++------------ data/qcsrc/server/gamec/w_electro.c | 12 ++++++ 3 files changed, 64 insertions(+), 39 deletions(-) diff --git a/data/default.cfg b/data/default.cfg index dda77a091..77b070be4 100644 --- a/data/default.cfg +++ b/data/default.cfg @@ -112,6 +112,7 @@ edgefriction 0 set g_balance_jumpheight 300 sv_maxairspeed 220 sv_accelerate 5.5 +sv_airaccelerate 5.5 sv_friction 5 sv_maxspeed 400 sv_stepheight 34 @@ -424,14 +425,14 @@ set g_balance_electro_secondary_force 200 set g_balance_electro_secondary_radius 150 set g_balance_electro_secondary_speed 900 set g_balance_electro_secondary_speed_up 200 -set g_balance_electro_secondary_lifetime 2 -set g_balance_electro_secondary_refire 0.9 +set g_balance_electro_secondary_lifetime 5 +set g_balance_electro_secondary_refire 0.3 set g_balance_electro_secondary_animtime 0.05 set g_balance_electro_secondary_ammo 1 set g_balance_electro_combo_damage 80 set g_balance_electro_combo_edgedamage 20 set g_balance_electro_combo_force 200 -set g_balance_electro_combo_radius 150 +set g_balance_electro_combo_radius 250 set g_balance_crylink_primary_damage 15 set g_balance_crylink_primary_edgedamage 0 @@ -686,21 +687,21 @@ set lastlevel "" // singleplayer campaign seta g_campaign_index 0 -seta g_campaign_skill 0 +set g_campaign_skill 0 alias singleplayer_start "g_campaign_index 0; set scmenu_campaign_goto 0" alias singleplayer_continue "set scmenu_campaign_goto -1" alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togglemenu" // Green's fullbright skins -alias "player_fbskin_green" "playermodel models/player/nexus.zym;playerskin 3" -alias "player_fbskin_red" "playermodel models/player/nexus.zym;playerskin 4" -alias "player_fbskin_orange" "playermodel models/player/nexus.zym;playerskin 5" -alias "player_fbskin_off" "playermodel models/player/nexus.zym;playerskin 0" -alias "sv_defaultplayer_fbskin_green" "set sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 3" -alias "sv_defaultplayer_fbskin_red" "sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 4" -alias "sv_defaultplayer_fbskin_orange" "sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 5" -alias "sv_defaultplayer_fbskin_off" "sv_defaultcharacter 0;set sv_defaultplayerskin 0" +alias "player_fbskin_green" "playermodel models/player/nexus.zym;playerskin 3" +alias "player_fbskin_red" "playermodel models/player/nexus.zym;playerskin 4" +alias "player_fbskin_orange" "playermodel models/player/nexus.zym;playerskin 5" +alias "player_fbskin_off" "playermodel models/player/nexus.zym;playerskin 0" +alias "sv_defaultplayer_fbskin_green" "set sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 3" +alias "sv_defaultplayer_fbskin_red" "sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 4" +alias "sv_defaultplayer_fbskin_orange" "sv_defaultcharacter 1;set sv_defaultplayermodel models/player/nexus.zym;set sv_defaultplayerskin 5" +alias "sv_defaultplayer_fbskin_off" "sv_defaultcharacter 0;set sv_defaultplayerskin 0" seta sv_servermodelsonly 1 diff --git a/data/effectinfo.txt b/data/effectinfo.txt index c092488fe..f84ce68a6 100644 --- a/data/effectinfo.txt +++ b/data/effectinfo.txt @@ -109,39 +109,51 @@ bounce 1.5 velocityoffset 0 0 80 velocityjitter 64 64 64 -// quake effect +// electro combo explosion // decal effect TE_SPIKEQUAD countabsolute 1 type decal -tex 56 59 -size 3 3 +tex 59 59 +size 64 64 alpha 256 256 0 -originjitter 6 6 6 -lightradius 100 -lightradiusfade 500 -lightcolor 0.15 0.15 1.5 -// dust/smoke drifting away from the impact +originjitter 34 34 34 +lightradius 400 +lightradiusfade 200 +lightcolor 2 2.5 3 +// flare effect effect TE_SPIKEQUAD -count 4 +countabsolute 1 +type static +tex 38 38 +color 0x80C0FF 0x80C0FF +size 48 48 +alpha 256 256 128 +// large sparks +effect TE_SPIKEQUAD +count 20 +type static +color 0x2030FF 0x80C0FF +size 32 32 +alpha 256 256 256 +//gravity 1 +bounce 1.5 +airfriction 4 +liquidfriction 16 +//velocityoffset 0 0 120 +velocityjitter 512 512 512 +/* +// inner cloud of smoke +effect TE_SPIKEQUAD +count 0.25 type smoke +color 0x202020 0x404040 tex 0 8 -color 0x101010 0x202020 -size 3 3 -alpha 0 256 512 -originjitter 2 2 2 -velocityjitter 8 8 8 -// sparks that disappear on impact -effect TE_SPIKEQUAD -count 15 -type spark -color 0x8f4333 0xfff31b -size 0.4 0.4 -alpha 0 256 768 -gravity 1 -bounce -1 -velocityoffset 0 0 80 -velocityjitter 64 64 64 +size 24 24 +alpha 256 256 256 +originjitter 20 20 20 +velocityjitter 32 32 32 +*/ // quake effect // decal @@ -774,9 +786,9 @@ type spark color 0x2030FF 0x80C0FF size 2 4 alpha 256 256 1024 -gravity 1 +//gravity 1 bounce 1.5 -velocityoffset 0 0 120 +//velocityoffset 0 0 120 velocityjitter 512 512 512 /* // inner cloud of smoke diff --git a/data/qcsrc/server/gamec/w_electro.c b/data/qcsrc/server/gamec/w_electro.c index 1daee3506..e94b07b9d 100644 --- a/data/qcsrc/server/gamec/w_electro.c +++ b/data/qcsrc/server/gamec/w_electro.c @@ -68,6 +68,8 @@ void W_Plasma_Explode_Combo (void) { vector org2; org2 = findbetterlocation (self.origin, 8); + te_spikequad(self.origin); + /* WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, 79); WriteCoord (MSG_BROADCAST, org2_x); @@ -77,6 +79,7 @@ void W_Plasma_Explode_Combo (void) { WriteCoord (MSG_BROADCAST, 0); WriteCoord (MSG_BROADCAST, 0); WriteByte (MSG_BROADCAST, 155); + */ //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35); sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM); @@ -123,6 +126,8 @@ void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float dea self.nextthink = time; if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim") { + // change owner to whoever caused the combo explosion + self.owner = inflictor.owner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; } @@ -275,6 +280,7 @@ void() electro_fire1_01 = weapon_doattack(electro_check, electro_check, W_Electro_Attack); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01); }; +/* void() electro_fire2_03 = { weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2); @@ -290,3 +296,9 @@ void() electro_fire2_01 = weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02); } +*/ +void() electro_fire2_01 = +{ + weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2); + weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01); +} -- 2.39.2