From 4de895641ff25b928ca9cef5c461d3aafcd8fa48 Mon Sep 17 00:00:00 2001 From: div0 Date: Sat, 19 Dec 2009 19:38:00 +0000 Subject: [PATCH] remove some tabs from the balance config files to not annoy mapinfo #include git-svn-id: svn://svn.icculus.org/nexuiz/trunk@8427 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- data/balance.cfg | 96 ++++++++++++++++++++--------------------- data/balance25.cfg | 98 +++++++++++++++++++++--------------------- data/balanceHavoc.cfg | 98 +++++++++++++++++++++--------------------- data/balanceNexrun.cfg | 94 ++++++++++++++++++++-------------------- data/balanceSamual.cfg | 96 ++++++++++++++++++++--------------------- 5 files changed, 241 insertions(+), 241 deletions(-) diff --git a/data/balance.cfg b/data/balance.cfg index 0c018df29..0808d9c8f 100644 --- a/data/balance.cfg +++ b/data/balance.cfg @@ -164,23 +164,23 @@ set g_throughfloor_damage 0.4 set g_throughfloor_force 0.7 set g_projectiles_newton_style 2 // possible values: -// 0: absolute velocity projectiles (like Quake) -// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) -// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) +// 0: absolute velocity projectiles (like Quake) +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) +// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) +// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.8 set g_projectiles_newton_style_2_maxfactor 1.5 set g_projectiles_spread_style 0 // possible values: -// 0: forward + solid sphere (like Quake) - varies velocity -// 1: forward + flattened solid sphere -// 2: forward + solid circle -// 3: forward + normal distribution 3D - varies velocity -// 4: forward + normal distribution on a plane -// 5: forward + circle with 1-r falloff -// 6: forward + circle with 1-r^2 falloff -// 7: forward + circle with (1-r)(2-r) falloff +// 0: forward + solid sphere (like Quake) - varies velocity +// 1: forward + flattened solid sphere +// 2: forward + solid circle +// 3: forward + normal distribution 3D - varies velocity +// 4: forward + normal distribution on a plane +// 5: forward + circle with 1-r falloff +// 6: forward + circle with 1-r^2 falloff +// 7: forward + circle with (1-r)(2-r) falloff set g_balance_falldamage_deadminspeed 150 set g_balance_falldamage_minspeed 1400 set g_balance_falldamage_factor 0.15 @@ -218,7 +218,7 @@ set g_balance_grapplehook_health 130 // }}} // {{{ weapon properties -// {{{ laser +// {{{ laser set g_balance_laser_primary_damage 25 set g_balance_laser_primary_edgedamage 10 set g_balance_laser_primary_force 400 @@ -243,8 +243,8 @@ set g_balance_laser_secondary_animtime 0.3 set g_balance_laser_secondary_lifetime 30 set g_balance_laser_secondary_shotangle -90 set g_balance_laser_secondary_delay 0 -// }}} -// {{{ shotgun +// }}} +// {{{ shotgun set g_balance_shotgun_primary_bullets 6 set g_balance_shotgun_primary_damage 10 set g_balance_shotgun_primary_force 0 @@ -263,8 +263,8 @@ set g_balance_shotgun_secondary_animtime 0.2 set g_balance_shotgun_secondary_ammo 1 set g_balance_shotgun_secondary_speed 12000 set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu -// }}} -// {{{ uzi +// }}} +// {{{ uzi set g_balance_uzi_first_damage 12 set g_balance_uzi_first_force 0 set g_balance_uzi_first_spread 0.015 @@ -277,8 +277,8 @@ set g_balance_uzi_sustained_refire 0.075 set g_balance_uzi_sustained_ammo 1 set g_balance_uzi_speed 18000 set g_balance_uzi_bulletconstant 115 // 13.1qu -// }}} -// {{{ mortar +// }}} +// {{{ mortar set g_balance_grenadelauncher_primary_damage 50 set g_balance_grenadelauncher_primary_edgedamage 38 set g_balance_grenadelauncher_primary_force 400 @@ -303,8 +303,8 @@ set g_balance_grenadelauncher_secondary_animtime 0.3 set g_balance_grenadelauncher_secondary_ammo 2 set g_balance_grenadelauncher_secondary_health 70 set g_balance_grenadelauncher_secondary_damageforcescale 4 -// }}} -// {{{ electro +// }}} +// {{{ electro set g_balance_electro_primary_damage 65 set g_balance_electro_primary_edgedamage 0 set g_balance_electro_primary_force 200 @@ -338,8 +338,8 @@ set g_balance_electro_combo_force 200 set g_balance_electro_combo_radius 250 set g_balance_electro_combo_comboradius 0 set g_balance_electro_combo_speed 2000 -// }}} -// {{{ crylink +// }}} +// {{{ crylink set g_balance_crylink_primary_damage 14 set g_balance_crylink_primary_edgedamage 0 set g_balance_crylink_primary_force -55 @@ -379,8 +379,8 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 35000 full, fades to 7 set g_balance_crylink_secondary_line_fadetime 2 set g_balance_crylink_secondary_lightning 0 -// }}} -// {{{ nex +// }}} +// {{{ nex set g_balance_nex_damage 90 set g_balance_nex_force 200 set g_balance_nex_refire 1.5 @@ -390,13 +390,13 @@ set g_balance_nex_damagefalloff_mindist 1000 set g_balance_nex_damagefalloff_maxdist 3000 set g_balance_nex_damagefalloff_halflife 1500 set g_balance_nex_damagefalloff_forcehalflife 1500 -// }}} -// {{{ minstanex +// }}} +// {{{ minstanex set g_balance_minstanex_refire 1 set g_balance_minstanex_animtime 0.3 set g_balance_minstanex_ammo 10 -// }}} -// {{{ hagar +// }}} +// {{{ hagar set g_balance_hagar_primary_damage 30 set g_balance_hagar_primary_edgedamage 0 set g_balance_hagar_primary_force 50 @@ -416,8 +416,8 @@ set g_balance_hagar_secondary_lifetime_min 0.1 set g_balance_hagar_secondary_lifetime_rand 0.05 set g_balance_hagar_secondary_refire 0.1 set g_balance_hagar_secondary_ammo 0.5 -// }}} -// {{{ rocketlauncher +// }}} +// {{{ rocketlauncher set g_balance_rocketlauncher_damage 80 set g_balance_rocketlauncher_edgedamage 40 set g_balance_rocketlauncher_force 600 @@ -437,21 +437,21 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again -set g_balance_rocketlauncher_laserguided_speed 1000 //650 +set g_balance_rocketlauncher_laserguided_speed 1000 //650 set g_balance_rocketlauncher_laserguided_speedaccel 0 set g_balance_rocketlauncher_laserguided_speedstart 1000 -set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 -set g_balance_rocketlauncher_laserguided_allow_steal 1 -// }}} -// {{{ porto +set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 +set g_balance_rocketlauncher_laserguided_allow_steal 1 +// }}} +// {{{ porto set g_balance_porto_primary_refire 1.5 set g_balance_porto_primary_animtime 0.3 set g_balance_porto_primary_speed 5000 set g_balance_porto_primary_lifetime 30 set g_balance_portal_health 200 // these get recharged whenever the portal is used set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used -// }}} -// {{{ hook +// }}} +// {{{ hook set g_balance_hook_primary_fuel 2 // hook monkeys set 0 set g_balance_hook_primary_refire 0 // hook monkeys set 0 set g_balance_hook_primary_animtime 0.3 // good shoot anim @@ -470,8 +470,8 @@ set g_balance_hook_secondary_refire 3 // don't drop too many bombs... set g_balance_hook_secondary_animtime 0.3 // good shoot anim set g_balance_hook_secondary_power 3 // effect behaves like a square function set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds -// }}} -// {{{ hlac +// }}} +// {{{ hlac set g_balance_hlac_primary_spread_min 0.01 set g_balance_hlac_primary_spread_max 0.25 set g_balance_hlac_primary_spread_add 0.0045 @@ -502,8 +502,8 @@ set g_balance_hlac_secondary_refire 1 set g_balance_hlac_secondary_animtime 0.3 set g_balance_hlac_secondary_ammo 10 set g_balance_hlac_secondary_shots 6 -// }}} -// {{{ campingrifle +// }}} +// {{{ campingrifle set g_balance_campingrifle_magazinecapacity 0 set g_balance_campingrifle_reloadtime 2 // matches reload anim set g_balance_campingrifle_auto_reload_after_changing_weapons 0 @@ -531,8 +531,8 @@ set g_balance_campingrifle_secondary_animtime 0.1 set g_balance_campingrifle_secondary_ammo 4 set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu set g_balance_campingrifle_secondary_burstcost 0.35 -// }}} -// {{{ tuba +// }}} +// {{{ tuba set g_balance_tuba_refire 0.05 set g_balance_tuba_animtime 0.05 set g_balance_tuba_attenuation 0.5 @@ -542,8 +542,8 @@ set g_balance_tuba_damage 5 set g_balance_tuba_edgedamage 0 set g_balance_tuba_radius 200 set g_balance_tuba_force 40 -// }}} -// {{{ fireball +// }}} +// {{{ fireball set g_balance_fireball_primary_ammo 5 set g_balance_fireball_primary_animtime 0.3 set g_balance_fireball_primary_damage 40 @@ -579,4 +579,4 @@ set g_balance_fireball_secondary_refire 0 set g_balance_fireball_secondary_refire2 4 set g_balance_fireball_secondary_speed 650 set g_balance_fireball_secondary_spread 0 -// }}} +// }}} diff --git a/data/balance25.cfg b/data/balance25.cfg index c7b9a08e2..fbf186766 100644 --- a/data/balance25.cfg +++ b/data/balance25.cfg @@ -46,7 +46,7 @@ set g_start_ammo_nails 0 set g_start_ammo_rockets 0 set g_start_ammo_cells 0 set g_start_ammo_fuel 0 -set g_warmup_start_health 250 "starting values when being in warmup-stage" +set g_warmup_start_health 250 "starting values when being in warmup-stage" set g_warmup_start_armor 100 "starting values when being in warmup-stage" set g_warmup_start_ammo_shells 50 "starting values when being in warmup-stage" set g_warmup_start_ammo_nails 150 "starting values when being in warmup-stage" @@ -163,23 +163,23 @@ set g_throughfloor_damage 1 set g_throughfloor_force 1 set g_projectiles_newton_style 2 // possible values: -// 0: absolute velocity projectiles (like Quake) -// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) -// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) +// 0: absolute velocity projectiles (like Quake) +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) +// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) +// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.7 set g_projectiles_newton_style_2_maxfactor 5 set g_projectiles_spread_style 0 // possible values: -// 0: forward + solid sphere (like Quake) - varies velocity -// 1: forward + flattened solid sphere -// 2: forward + solid circle -// 3: forward + normal distribution 3D - varies velocity -// 4: forward + normal distribution on a plane -// 5: forward + circle with 1-r falloff -// 6: forward + circle with 1-r^2 falloff -// 7: forward + circle with (1-r)(2-r) falloff +// 0: forward + solid sphere (like Quake) - varies velocity +// 1: forward + flattened solid sphere +// 2: forward + solid circle +// 3: forward + normal distribution 3D - varies velocity +// 4: forward + normal distribution on a plane +// 5: forward + circle with 1-r falloff +// 6: forward + circle with 1-r^2 falloff +// 7: forward + circle with (1-r)(2-r) falloff set g_balance_falldamage_deadminspeed 150 set g_balance_falldamage_minspeed 1400 set g_balance_falldamage_factor 0.15 @@ -217,7 +217,7 @@ set g_balance_grapplehook_health 130 // }}} // {{{ weapon properties -// {{{ laser +// {{{ laser set g_balance_laser_primary_damage 35 set g_balance_laser_primary_edgedamage 10 set g_balance_laser_primary_force 400 @@ -242,8 +242,8 @@ set g_balance_laser_secondary_animtime 0.3 set g_balance_laser_secondary_lifetime 30 set g_balance_laser_secondary_shotangle 0 set g_balance_laser_secondary_delay 0 -// }}} -// {{{ shotgun +// }}} +// {{{ shotgun set g_balance_shotgun_primary_bullets 6 set g_balance_shotgun_primary_damage 9 set g_balance_shotgun_primary_force 60 @@ -262,8 +262,8 @@ set g_balance_shotgun_secondary_animtime 0.2 set g_balance_shotgun_secondary_ammo 1 set g_balance_shotgun_secondary_speed 12000 set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu -// }}} -// {{{ uzi +// }}} +// {{{ uzi set g_balance_uzi_first_damage 30 set g_balance_uzi_first_force 50 set g_balance_uzi_first_spread 0.015 @@ -276,8 +276,8 @@ set g_balance_uzi_sustained_refire 0.1 set g_balance_uzi_sustained_ammo 1 set g_balance_uzi_speed 18000 set g_balance_uzi_bulletconstant 115 // 13.1qu -// }}} -// {{{ mortar +// }}} +// {{{ mortar set g_balance_grenadelauncher_primary_damage 70 set g_balance_grenadelauncher_primary_edgedamage 38 set g_balance_grenadelauncher_primary_force 400 @@ -302,8 +302,8 @@ set g_balance_grenadelauncher_secondary_animtime 0.3 set g_balance_grenadelauncher_secondary_ammo 2 set g_balance_grenadelauncher_secondary_health 10 set g_balance_grenadelauncher_secondary_damageforcescale 4 -// }}} -// {{{ electro +// }}} +// {{{ electro set g_balance_electro_primary_damage 65 set g_balance_electro_primary_edgedamage 0 set g_balance_electro_primary_force 200 @@ -337,8 +337,8 @@ set g_balance_electro_combo_force 200 set g_balance_electro_combo_radius 250 set g_balance_electro_combo_comboradius 0 set g_balance_electro_combo_speed 2000 -// }}} -// {{{ crylink +// }}} +// {{{ crylink set g_balance_crylink_primary_damage 18 set g_balance_crylink_primary_edgedamage 0 set g_balance_crylink_primary_force -55 @@ -378,8 +378,8 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 35000 full, fades to 7 set g_balance_crylink_secondary_line_fadetime 2 set g_balance_crylink_secondary_lightning 0 -// }}} -// {{{ nex +// }}} +// {{{ nex set g_balance_nex_damage 100 set g_balance_nex_force 600 set g_balance_nex_refire 1.5 @@ -389,13 +389,13 @@ set g_balance_nex_damagefalloff_mindist 0 set g_balance_nex_damagefalloff_maxdist 0 set g_balance_nex_damagefalloff_halflife 0 set g_balance_nex_damagefalloff_forcehalflife 0 -// }}} -// {{{ minstanex +// }}} +// {{{ minstanex set g_balance_minstanex_refire 1 set g_balance_minstanex_animtime 0.3 set g_balance_minstanex_ammo 10 -// }}} -// {{{ hagar +// }}} +// {{{ hagar set g_balance_hagar_primary_damage 37 set g_balance_hagar_primary_edgedamage 15 set g_balance_hagar_primary_force 100 @@ -415,8 +415,8 @@ set g_balance_hagar_secondary_lifetime_min 30 set g_balance_hagar_secondary_lifetime_rand 0 set g_balance_hagar_secondary_refire 0.15 set g_balance_hagar_secondary_ammo 1 -// }}} -// {{{ rocketlauncher +// }}} +// {{{ rocketlauncher set g_balance_rocketlauncher_damage 105 set g_balance_rocketlauncher_edgedamage 40 set g_balance_rocketlauncher_force 600 @@ -436,21 +436,21 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again -set g_balance_rocketlauncher_laserguided_speed 1000 //650 +set g_balance_rocketlauncher_laserguided_speed 1000 //650 set g_balance_rocketlauncher_laserguided_speedaccel 0 set g_balance_rocketlauncher_laserguided_speedstart 1000 -set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 -set g_balance_rocketlauncher_laserguided_allow_steal 1 -// }}} -// {{{ porto +set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 +set g_balance_rocketlauncher_laserguided_allow_steal 1 +// }}} +// {{{ porto set g_balance_porto_primary_refire 1.5 set g_balance_porto_primary_animtime 0.3 set g_balance_porto_primary_speed 2000 set g_balance_porto_primary_lifetime 30 set g_balance_portal_health 200 // these get recharged whenever the portal is used set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used -// }}} -// {{{ hook +// }}} +// {{{ hook set g_balance_hook_primary_fuel 5 // hook monkeys set 0 set g_balance_hook_primary_refire 0 // hook monkeys set 0 set g_balance_hook_primary_animtime 0.3 // good shoot anim @@ -469,8 +469,8 @@ set g_balance_hook_secondary_refire 3 // don't drop too many bombs... set g_balance_hook_secondary_animtime 0.3 // good shoot anim set g_balance_hook_secondary_power 3 // effect behaves like a square function set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds -// }}} -// {{{ hlac +// }}} +// {{{ hlac set g_balance_hlac_primary_spread_min 0.01 set g_balance_hlac_primary_spread_max 0.25 set g_balance_hlac_primary_spread_add 0.0045 @@ -501,8 +501,8 @@ set g_balance_hlac_secondary_refire 1 set g_balance_hlac_secondary_animtime 0.3 set g_balance_hlac_secondary_ammo 10 set g_balance_hlac_secondary_shots 6 -// }}} -// {{{ campingrifle +// }}} +// {{{ campingrifle set g_balance_campingrifle_magazinecapacity 8 set g_balance_campingrifle_reloadtime 2 // matches reload anim set g_balance_campingrifle_auto_reload_after_changing_weapons 0 @@ -530,8 +530,8 @@ set g_balance_campingrifle_secondary_animtime 0.1 set g_balance_campingrifle_secondary_ammo 10 set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu set g_balance_campingrifle_secondary_burstcost 0 -// }}} -// {{{ tuba +// }}} +// {{{ tuba set g_balance_tuba_refire 0.05 set g_balance_tuba_animtime 0.05 set g_balance_tuba_attenuation 0.5 @@ -541,8 +541,8 @@ set g_balance_tuba_damage 5 set g_balance_tuba_edgedamage 0 set g_balance_tuba_radius 200 set g_balance_tuba_force 40 -// }}} -// {{{ fireball +// }}} +// {{{ fireball set g_balance_fireball_primary_ammo 5 set g_balance_fireball_primary_animtime 0.3 set g_balance_fireball_primary_damage 100 @@ -578,4 +578,4 @@ set g_balance_fireball_secondary_refire 2 set g_balance_fireball_secondary_refire2 0 set g_balance_fireball_secondary_speed 650 set g_balance_fireball_secondary_spread 0 -// }}} +// }}} diff --git a/data/balanceHavoc.cfg b/data/balanceHavoc.cfg index c3425b4f6..f9be8f3c6 100644 --- a/data/balanceHavoc.cfg +++ b/data/balanceHavoc.cfg @@ -46,7 +46,7 @@ set g_start_ammo_nails 0 set g_start_ammo_rockets 0 set g_start_ammo_cells 0 set g_start_ammo_fuel 0 -set g_warmup_start_health 250 "starting values when being in warmup-stage" +set g_warmup_start_health 250 "starting values when being in warmup-stage" set g_warmup_start_armor 100 "starting values when being in warmup-stage" set g_warmup_start_ammo_shells 50 "starting values when being in warmup-stage" set g_warmup_start_ammo_nails 150 "starting values when being in warmup-stage" @@ -163,23 +163,23 @@ set g_throughfloor_damage 0 set g_throughfloor_force 0 set g_projectiles_newton_style 0 // possible values: -// 0: absolute velocity projectiles (like Quake) -// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) -// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) +// 0: absolute velocity projectiles (like Quake) +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) +// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) +// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.7 set g_projectiles_newton_style_2_maxfactor 5 set g_projectiles_spread_style 0 // possible values: -// 0: forward + solid sphere (like Quake) - varies velocity -// 1: forward + flattened solid sphere -// 2: forward + solid circle -// 3: forward + normal distribution 3D - varies velocity -// 4: forward + normal distribution on a plane -// 5: forward + circle with 1-r falloff -// 6: forward + circle with 1-r^2 falloff -// 7: forward + circle with (1-r)(2-r) falloff +// 0: forward + solid sphere (like Quake) - varies velocity +// 1: forward + flattened solid sphere +// 2: forward + solid circle +// 3: forward + normal distribution 3D - varies velocity +// 4: forward + normal distribution on a plane +// 5: forward + circle with 1-r falloff +// 6: forward + circle with 1-r^2 falloff +// 7: forward + circle with (1-r)(2-r) falloff set g_balance_falldamage_deadminspeed 150 set g_balance_falldamage_minspeed 1400 set g_balance_falldamage_factor 0.15 @@ -217,7 +217,7 @@ set g_balance_grapplehook_health 130 // }}} // {{{ weapon properties -// {{{ laser +// {{{ laser set g_balance_laser_primary_damage 25 set g_balance_laser_primary_edgedamage 10 set g_balance_laser_primary_force 400 @@ -242,8 +242,8 @@ set g_balance_laser_secondary_animtime 0.3 set g_balance_laser_secondary_lifetime 30 set g_balance_laser_secondary_shotangle -90 set g_balance_laser_secondary_delay 0 -// }}} -// {{{ shotgun +// }}} +// {{{ shotgun set g_balance_shotgun_primary_bullets 15 set g_balance_shotgun_primary_damage 5 set g_balance_shotgun_primary_force 0 @@ -262,8 +262,8 @@ set g_balance_shotgun_secondary_animtime 0.1 set g_balance_shotgun_secondary_ammo 1 set g_balance_shotgun_secondary_speed 12000 set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu -// }}} -// {{{ uzi +// }}} +// {{{ uzi set g_balance_uzi_first_damage 25 set g_balance_uzi_first_force 0 set g_balance_uzi_first_spread 0.015 @@ -276,8 +276,8 @@ set g_balance_uzi_sustained_refire 0.05 set g_balance_uzi_sustained_ammo 1 set g_balance_uzi_speed 18000 set g_balance_uzi_bulletconstant 115 // 13.1qu -// }}} -// {{{ mortar +// }}} +// {{{ mortar set g_balance_grenadelauncher_primary_damage 40 set g_balance_grenadelauncher_primary_edgedamage 20 set g_balance_grenadelauncher_primary_force 400 @@ -302,8 +302,8 @@ set g_balance_grenadelauncher_secondary_animtime 0.5 set g_balance_grenadelauncher_secondary_ammo 3 set g_balance_grenadelauncher_secondary_health 10 set g_balance_grenadelauncher_secondary_damageforcescale 4 -// }}} -// {{{ electro +// }}} +// {{{ electro set g_balance_electro_primary_damage 70 set g_balance_electro_primary_edgedamage 5 set g_balance_electro_primary_force 200 @@ -337,8 +337,8 @@ set g_balance_electro_combo_force 200 set g_balance_electro_combo_radius 250 set g_balance_electro_combo_comboradius 300 set g_balance_electro_combo_speed 2000 -// }}} -// {{{ crylink +// }}} +// {{{ crylink set g_balance_crylink_primary_damage 25 set g_balance_crylink_primary_edgedamage 0 set g_balance_crylink_primary_force 0 @@ -378,8 +378,8 @@ set g_balance_crylink_secondary_line_lifetime 0.1 // range: 700 full, fades to 2 set g_balance_crylink_secondary_line_fadetime 0.25 set g_balance_crylink_secondary_lightning 0 -// }}} -// {{{ nex +// }}} +// {{{ nex set g_balance_nex_damage 60 set g_balance_nex_force 0 set g_balance_nex_refire 0.7 @@ -389,13 +389,13 @@ set g_balance_nex_damagefalloff_mindist 0 set g_balance_nex_damagefalloff_maxdist 0 set g_balance_nex_damagefalloff_halflife 0 set g_balance_nex_damagefalloff_forcehalflife 0 -// }}} -// {{{ minstanex +// }}} +// {{{ minstanex set g_balance_minstanex_refire 1 set g_balance_minstanex_animtime 0.3 set g_balance_minstanex_ammo 10 -// }}} -// {{{ hagar +// }}} +// {{{ hagar set g_balance_hagar_primary_damage 30 set g_balance_hagar_primary_edgedamage 0 set g_balance_hagar_primary_force 50 @@ -415,8 +415,8 @@ set g_balance_hagar_secondary_lifetime_min 30 set g_balance_hagar_secondary_lifetime_rand 0 set g_balance_hagar_secondary_refire 0.1 set g_balance_hagar_secondary_ammo 1 -// }}} -// {{{ rocketlauncher +// }}} +// {{{ rocketlauncher set g_balance_rocketlauncher_damage 80 set g_balance_rocketlauncher_edgedamage 0 set g_balance_rocketlauncher_force 400 @@ -436,21 +436,21 @@ set g_balance_rocketlauncher_guideratedelay 0.05 // rapidly reaches full guide r set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again -set g_balance_rocketlauncher_laserguided_speed 1000 //650 +set g_balance_rocketlauncher_laserguided_speed 1000 //650 set g_balance_rocketlauncher_laserguided_speedaccel 0 set g_balance_rocketlauncher_laserguided_speedstart 1000 -set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 -set g_balance_rocketlauncher_laserguided_allow_steal 1 -// }}} -// {{{ porto +set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 +set g_balance_rocketlauncher_laserguided_allow_steal 1 +// }}} +// {{{ porto set g_balance_porto_primary_refire 1.5 set g_balance_porto_primary_animtime 0.3 set g_balance_porto_primary_speed 2000 set g_balance_porto_primary_lifetime 30 set g_balance_portal_health 200 // these get recharged whenever the portal is used set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used -// }}} -// {{{ hook +// }}} +// {{{ hook set g_balance_hook_primary_fuel 5 // hook monkeys set 0 set g_balance_hook_primary_refire 0 // hook monkeys set 0 set g_balance_hook_primary_animtime 0.3 // good shoot anim @@ -469,8 +469,8 @@ set g_balance_hook_secondary_refire 3 // don't drop too many bombs... set g_balance_hook_secondary_animtime 0.3 // good shoot anim set g_balance_hook_secondary_power 3 // effect behaves like a square function set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds -// }}} -// {{{ hlac +// }}} +// {{{ hlac set g_balance_hlac_primary_spread_min 0.0 set g_balance_hlac_primary_spread_max 0.03 set g_balance_hlac_primary_spread_add 0.03 @@ -501,8 +501,8 @@ set g_balance_hlac_secondary_refire 1.5 set g_balance_hlac_secondary_animtime 0.3 set g_balance_hlac_secondary_ammo 6 set g_balance_hlac_secondary_shots 5 -// }}} -// {{{ campingrifle +// }}} +// {{{ campingrifle set g_balance_campingrifle_magazinecapacity 0 set g_balance_campingrifle_reloadtime 2 // matches reload anim set g_balance_campingrifle_auto_reload_after_changing_weapons 0 @@ -530,8 +530,8 @@ set g_balance_campingrifle_secondary_animtime 0.1 set g_balance_campingrifle_secondary_ammo 4 set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu set g_balance_campingrifle_secondary_burstcost 0.35 -// }}} -// {{{ tuba +// }}} +// {{{ tuba set g_balance_tuba_refire 0.05 set g_balance_tuba_animtime 0.05 set g_balance_tuba_attenuation 0.5 @@ -541,8 +541,8 @@ set g_balance_tuba_damage 5 set g_balance_tuba_edgedamage 0 set g_balance_tuba_radius 200 set g_balance_tuba_force 40 -// }}} -// {{{ fireball +// }}} +// {{{ fireball set g_balance_fireball_primary_ammo 5 set g_balance_fireball_primary_animtime 0.3 set g_balance_fireball_primary_damage 40 @@ -578,4 +578,4 @@ set g_balance_fireball_secondary_refire 3 set g_balance_fireball_secondary_refire2 6 set g_balance_fireball_secondary_speed 650 set g_balance_fireball_secondary_spread 0 -// }}} +// }}} diff --git a/data/balanceNexrun.cfg b/data/balanceNexrun.cfg index b691465d1..cfdd12dd1 100644 --- a/data/balanceNexrun.cfg +++ b/data/balanceNexrun.cfg @@ -164,23 +164,23 @@ set g_throughfloor_damage 0.5 set g_throughfloor_force 0.7 set g_projectiles_newton_style 0 // possible values: -// 0: absolute velocity projectiles (like Quake) -// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) -// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) +// 0: absolute velocity projectiles (like Quake) +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) +// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) +// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.7 set g_projectiles_newton_style_2_maxfactor 5 set g_projectiles_spread_style 4 // possible values: -// 0: forward + solid sphere (like Quake) - varies velocity -// 1: forward + flattened solid sphere -// 2: forward + solid circle -// 3: forward + normal distribution 3D - varies velocity -// 4: forward + normal distribution on a plane -// 5: forward + circle with 1-r falloff -// 6: forward + circle with 1-r^2 falloff -// 7: forward + circle with (1-r)(2-r) falloff +// 0: forward + solid sphere (like Quake) - varies velocity +// 1: forward + flattened solid sphere +// 2: forward + solid circle +// 3: forward + normal distribution 3D - varies velocity +// 4: forward + normal distribution on a plane +// 5: forward + circle with 1-r falloff +// 6: forward + circle with 1-r^2 falloff +// 7: forward + circle with (1-r)(2-r) falloff set g_balance_falldamage_deadminspeed 150 set g_balance_falldamage_minspeed 675 set g_balance_falldamage_factor 0.25 @@ -218,7 +218,7 @@ set g_balance_grapplehook_health 130 // }}} // {{{ weapon properties -// {{{ laser +// {{{ laser set g_balance_laser_primary_damage 22 set g_balance_laser_primary_edgedamage 0 set g_balance_laser_primary_force 200 @@ -243,8 +243,8 @@ set g_balance_laser_secondary_animtime 0.15 set g_balance_laser_secondary_lifetime 0.066 set g_balance_laser_secondary_shotangle 0 set g_balance_laser_secondary_delay 0 -// }}} -// {{{ shotgun +// }}} +// {{{ shotgun set g_balance_shotgun_primary_bullets 36 set g_balance_shotgun_primary_damage 3 set g_balance_shotgun_primary_force 10 @@ -263,8 +263,8 @@ set g_balance_shotgun_secondary_animtime 0.2 set g_balance_shotgun_secondary_ammo 0.5 set g_balance_shotgun_secondary_speed 12000 set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu -// }}} -// {{{ uzi +// }}} +// {{{ uzi set g_balance_uzi_first_damage 10 set g_balance_uzi_first_force 50 set g_balance_uzi_first_spread 0.007 @@ -277,8 +277,8 @@ set g_balance_uzi_sustained_refire 0.1 set g_balance_uzi_sustained_ammo 1 set g_balance_uzi_speed 18000 set g_balance_uzi_bulletconstant 115 // 13.1qu -// }}} -// {{{ mortar +// }}} +// {{{ mortar set g_balance_grenadelauncher_primary_damage 60 set g_balance_grenadelauncher_primary_edgedamage 10 set g_balance_grenadelauncher_primary_force 250 @@ -303,8 +303,8 @@ set g_balance_grenadelauncher_secondary_animtime 0.6 set g_balance_grenadelauncher_secondary_ammo 2 set g_balance_grenadelauncher_secondary_health 0 set g_balance_grenadelauncher_secondary_damageforcescale 0 -// }}} -// {{{ electro +// }}} +// {{{ electro set g_balance_electro_primary_damage 70 set g_balance_electro_primary_edgedamage 5 set g_balance_electro_primary_force 150 @@ -338,8 +338,8 @@ set g_balance_electro_combo_force 100 set g_balance_electro_combo_radius 250 set g_balance_electro_combo_comboradius 0 set g_balance_electro_combo_speed 2000 -// }}} -// {{{ crylink +// }}} +// {{{ crylink set g_balance_crylink_primary_damage 14 set g_balance_crylink_primary_edgedamage 0 set g_balance_crylink_primary_force 30 @@ -379,8 +379,8 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 35000 full, fades to 7 set g_balance_crylink_secondary_line_fadetime 2 set g_balance_crylink_secondary_lightning 1 -// }}} -// {{{ nex +// }}} +// {{{ nex set g_balance_nex_damage 100 set g_balance_nex_force 200 set g_balance_nex_refire 1.25 @@ -390,13 +390,13 @@ set g_balance_nex_damagefalloff_mindist 1000 set g_balance_nex_damagefalloff_maxdist 3000 set g_balance_nex_damagefalloff_halflife 1500 set g_balance_nex_damagefalloff_forcehalflife 1500 -// }}} -// {{{ minstanex +// }}} +// {{{ minstanex set g_balance_minstanex_refire 1.25 set g_balance_minstanex_animtime 1.25 set g_balance_minstanex_ammo 10 -// }}} -// {{{ hagar +// }}} +// {{{ hagar set g_balance_hagar_primary_damage 12 set g_balance_hagar_primary_edgedamage 5 set g_balance_hagar_primary_force 70 @@ -416,8 +416,8 @@ set g_balance_hagar_secondary_lifetime_min 0.1 set g_balance_hagar_secondary_lifetime_rand 0.05 set g_balance_hagar_secondary_refire 0.1 set g_balance_hagar_secondary_ammo 1 -// }}} -// {{{ rocketlauncher +// }}} +// {{{ rocketlauncher set g_balance_rocketlauncher_damage 90 set g_balance_rocketlauncher_edgedamage 30 set g_balance_rocketlauncher_force 350 @@ -437,21 +437,21 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again -set g_balance_rocketlauncher_laserguided_speed 1000 //650 +set g_balance_rocketlauncher_laserguided_speed 1000 //650 set g_balance_rocketlauncher_laserguided_speedaccel 0 set g_balance_rocketlauncher_laserguided_speedstart 1000 -set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 +set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 set g_balance_rocketlauncher_laserguided_allow_steal 1 -// }}} -// {{{ porto +// }}} +// {{{ porto set g_balance_porto_primary_refire 1.5 set g_balance_porto_primary_animtime 0.3 set g_balance_porto_primary_speed 5000 set g_balance_porto_primary_lifetime 30 set g_balance_portal_health 200 // these get recharged whenever the portal is used set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used -// }}} -// {{{ hook +// }}} +// {{{ hook set g_balance_hook_primary_fuel 2 // hook monkeys set 0 set g_balance_hook_primary_refire 0 // hook monkeys set 0 set g_balance_hook_primary_animtime 0.3 // good shoot anim @@ -470,8 +470,8 @@ set g_balance_hook_secondary_refire 3 // don't drop too many bombs... set g_balance_hook_secondary_animtime 0.3 // good shoot anim set g_balance_hook_secondary_power 3 // effect behaves like a square function set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds -// }}} -// {{{ hlac +// }}} +// {{{ hlac set g_balance_hlac_primary_spread_min 0.01 set g_balance_hlac_primary_spread_max 0.03 set g_balance_hlac_primary_spread_add 0.002 @@ -502,8 +502,8 @@ set g_balance_hlac_secondary_refire 0.6 set g_balance_hlac_secondary_animtime 0.6 set g_balance_hlac_secondary_ammo 10 set g_balance_hlac_secondary_shots 5 -// }}} -// {{{ campingrifle +// }}} +// {{{ campingrifle set g_balance_campingrifle_magazinecapacity 0 set g_balance_campingrifle_reloadtime 2 // matches reload anim set g_balance_campingrifle_auto_reload_after_changing_weapons 0 @@ -531,8 +531,8 @@ set g_balance_campingrifle_secondary_animtime 0.1 set g_balance_campingrifle_secondary_ammo 4 set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu set g_balance_campingrifle_secondary_burstcost 0.35 -// }}} -// {{{ tuba +// }}} +// {{{ tuba set g_balance_tuba_refire 0.05 set g_balance_tuba_animtime 0.05 set g_balance_tuba_attenuation 0.5 @@ -542,8 +542,8 @@ set g_balance_tuba_damage 5 set g_balance_tuba_edgedamage 0 set g_balance_tuba_radius 200 set g_balance_tuba_force 40 -// }}} -// {{{ fireball +// }}} +// {{{ fireball set g_balance_fireball_primary_ammo 5 set g_balance_fireball_primary_animtime 0.3 set g_balance_fireball_primary_damage 40 @@ -579,4 +579,4 @@ set g_balance_fireball_secondary_refire 0 set g_balance_fireball_secondary_refire2 4 set g_balance_fireball_secondary_speed 650 set g_balance_fireball_secondary_spread 0 -// }}} +// }}} diff --git a/data/balanceSamual.cfg b/data/balanceSamual.cfg index 0c018df29..0808d9c8f 100644 --- a/data/balanceSamual.cfg +++ b/data/balanceSamual.cfg @@ -164,23 +164,23 @@ set g_throughfloor_damage 0.4 set g_throughfloor_force 0.7 set g_projectiles_newton_style 2 // possible values: -// 0: absolute velocity projectiles (like Quake) -// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) -// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) -// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) -// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) +// 0: absolute velocity projectiles (like Quake) +// 1: relative velocity projectiles, "Newtonian" (like Tribes 2) +// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard) +// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets) +// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets) set g_projectiles_newton_style_2_minfactor 0.8 set g_projectiles_newton_style_2_maxfactor 1.5 set g_projectiles_spread_style 0 // possible values: -// 0: forward + solid sphere (like Quake) - varies velocity -// 1: forward + flattened solid sphere -// 2: forward + solid circle -// 3: forward + normal distribution 3D - varies velocity -// 4: forward + normal distribution on a plane -// 5: forward + circle with 1-r falloff -// 6: forward + circle with 1-r^2 falloff -// 7: forward + circle with (1-r)(2-r) falloff +// 0: forward + solid sphere (like Quake) - varies velocity +// 1: forward + flattened solid sphere +// 2: forward + solid circle +// 3: forward + normal distribution 3D - varies velocity +// 4: forward + normal distribution on a plane +// 5: forward + circle with 1-r falloff +// 6: forward + circle with 1-r^2 falloff +// 7: forward + circle with (1-r)(2-r) falloff set g_balance_falldamage_deadminspeed 150 set g_balance_falldamage_minspeed 1400 set g_balance_falldamage_factor 0.15 @@ -218,7 +218,7 @@ set g_balance_grapplehook_health 130 // }}} // {{{ weapon properties -// {{{ laser +// {{{ laser set g_balance_laser_primary_damage 25 set g_balance_laser_primary_edgedamage 10 set g_balance_laser_primary_force 400 @@ -243,8 +243,8 @@ set g_balance_laser_secondary_animtime 0.3 set g_balance_laser_secondary_lifetime 30 set g_balance_laser_secondary_shotangle -90 set g_balance_laser_secondary_delay 0 -// }}} -// {{{ shotgun +// }}} +// {{{ shotgun set g_balance_shotgun_primary_bullets 6 set g_balance_shotgun_primary_damage 10 set g_balance_shotgun_primary_force 0 @@ -263,8 +263,8 @@ set g_balance_shotgun_secondary_animtime 0.2 set g_balance_shotgun_secondary_ammo 1 set g_balance_shotgun_secondary_speed 12000 set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu -// }}} -// {{{ uzi +// }}} +// {{{ uzi set g_balance_uzi_first_damage 12 set g_balance_uzi_first_force 0 set g_balance_uzi_first_spread 0.015 @@ -277,8 +277,8 @@ set g_balance_uzi_sustained_refire 0.075 set g_balance_uzi_sustained_ammo 1 set g_balance_uzi_speed 18000 set g_balance_uzi_bulletconstant 115 // 13.1qu -// }}} -// {{{ mortar +// }}} +// {{{ mortar set g_balance_grenadelauncher_primary_damage 50 set g_balance_grenadelauncher_primary_edgedamage 38 set g_balance_grenadelauncher_primary_force 400 @@ -303,8 +303,8 @@ set g_balance_grenadelauncher_secondary_animtime 0.3 set g_balance_grenadelauncher_secondary_ammo 2 set g_balance_grenadelauncher_secondary_health 70 set g_balance_grenadelauncher_secondary_damageforcescale 4 -// }}} -// {{{ electro +// }}} +// {{{ electro set g_balance_electro_primary_damage 65 set g_balance_electro_primary_edgedamage 0 set g_balance_electro_primary_force 200 @@ -338,8 +338,8 @@ set g_balance_electro_combo_force 200 set g_balance_electro_combo_radius 250 set g_balance_electro_combo_comboradius 0 set g_balance_electro_combo_speed 2000 -// }}} -// {{{ crylink +// }}} +// {{{ crylink set g_balance_crylink_primary_damage 14 set g_balance_crylink_primary_edgedamage 0 set g_balance_crylink_primary_force -55 @@ -379,8 +379,8 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 35000 full, fades to 7 set g_balance_crylink_secondary_line_fadetime 2 set g_balance_crylink_secondary_lightning 0 -// }}} -// {{{ nex +// }}} +// {{{ nex set g_balance_nex_damage 90 set g_balance_nex_force 200 set g_balance_nex_refire 1.5 @@ -390,13 +390,13 @@ set g_balance_nex_damagefalloff_mindist 1000 set g_balance_nex_damagefalloff_maxdist 3000 set g_balance_nex_damagefalloff_halflife 1500 set g_balance_nex_damagefalloff_forcehalflife 1500 -// }}} -// {{{ minstanex +// }}} +// {{{ minstanex set g_balance_minstanex_refire 1 set g_balance_minstanex_animtime 0.3 set g_balance_minstanex_ammo 10 -// }}} -// {{{ hagar +// }}} +// {{{ hagar set g_balance_hagar_primary_damage 30 set g_balance_hagar_primary_edgedamage 0 set g_balance_hagar_primary_force 50 @@ -416,8 +416,8 @@ set g_balance_hagar_secondary_lifetime_min 0.1 set g_balance_hagar_secondary_lifetime_rand 0.05 set g_balance_hagar_secondary_refire 0.1 set g_balance_hagar_secondary_ammo 0.5 -// }}} -// {{{ rocketlauncher +// }}} +// {{{ rocketlauncher set g_balance_rocketlauncher_damage 80 set g_balance_rocketlauncher_edgedamage 40 set g_balance_rocketlauncher_force 600 @@ -437,21 +437,21 @@ set g_balance_rocketlauncher_guideratedelay 0.01 // immediate set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic) set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again -set g_balance_rocketlauncher_laserguided_speed 1000 //650 +set g_balance_rocketlauncher_laserguided_speed 1000 //650 set g_balance_rocketlauncher_laserguided_speedaccel 0 set g_balance_rocketlauncher_laserguided_speedstart 1000 -set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 -set g_balance_rocketlauncher_laserguided_allow_steal 1 -// }}} -// {{{ porto +set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5 +set g_balance_rocketlauncher_laserguided_allow_steal 1 +// }}} +// {{{ porto set g_balance_porto_primary_refire 1.5 set g_balance_porto_primary_animtime 0.3 set g_balance_porto_primary_speed 5000 set g_balance_porto_primary_lifetime 30 set g_balance_portal_health 200 // these get recharged whenever the portal is used set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used -// }}} -// {{{ hook +// }}} +// {{{ hook set g_balance_hook_primary_fuel 2 // hook monkeys set 0 set g_balance_hook_primary_refire 0 // hook monkeys set 0 set g_balance_hook_primary_animtime 0.3 // good shoot anim @@ -470,8 +470,8 @@ set g_balance_hook_secondary_refire 3 // don't drop too many bombs... set g_balance_hook_secondary_animtime 0.3 // good shoot anim set g_balance_hook_secondary_power 3 // effect behaves like a square function set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds -// }}} -// {{{ hlac +// }}} +// {{{ hlac set g_balance_hlac_primary_spread_min 0.01 set g_balance_hlac_primary_spread_max 0.25 set g_balance_hlac_primary_spread_add 0.0045 @@ -502,8 +502,8 @@ set g_balance_hlac_secondary_refire 1 set g_balance_hlac_secondary_animtime 0.3 set g_balance_hlac_secondary_ammo 10 set g_balance_hlac_secondary_shots 6 -// }}} -// {{{ campingrifle +// }}} +// {{{ campingrifle set g_balance_campingrifle_magazinecapacity 0 set g_balance_campingrifle_reloadtime 2 // matches reload anim set g_balance_campingrifle_auto_reload_after_changing_weapons 0 @@ -531,8 +531,8 @@ set g_balance_campingrifle_secondary_animtime 0.1 set g_balance_campingrifle_secondary_ammo 4 set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu set g_balance_campingrifle_secondary_burstcost 0.35 -// }}} -// {{{ tuba +// }}} +// {{{ tuba set g_balance_tuba_refire 0.05 set g_balance_tuba_animtime 0.05 set g_balance_tuba_attenuation 0.5 @@ -542,8 +542,8 @@ set g_balance_tuba_damage 5 set g_balance_tuba_edgedamage 0 set g_balance_tuba_radius 200 set g_balance_tuba_force 40 -// }}} -// {{{ fireball +// }}} +// {{{ fireball set g_balance_fireball_primary_ammo 5 set g_balance_fireball_primary_animtime 0.3 set g_balance_fireball_primary_damage 40 @@ -579,4 +579,4 @@ set g_balance_fireball_secondary_refire 0 set g_balance_fireball_secondary_refire2 4 set g_balance_fireball_secondary_speed 650 set g_balance_fireball_secondary_spread 0 -// }}} +// }}} -- 2.39.2