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Minor Adjustments
Removed the rest of the PGD Connect stuff (Did a test run on a server to check). Another quick balance pass on weapons and adjustment to Zombie HP due to a reduction of damage values in many weapons to PvP balance the mod.
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52ad2235c7
commit
6070426c06
16 changed files with 82 additions and 66 deletions
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@ -42,36 +42,52 @@ datablock ParticleEmitterData(R700SmokeEmitter) {
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particles = "R700SmokeParticle";
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};
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datablock GrenadeProjectileData(R700Bullet) {
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projectileShapeName = "weapon_missile_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.62;
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hasDamageRadius = false;
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directDamageType = $DamageType::R700;
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kickBackStrength = 6400;
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bubbleEmitTime = 1.0;
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datablock LinearFlareProjectileData(R700Bullet)
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{
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projectileShapeName = "weapon_missile_projectile.dts";
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scale = "1.0 1.0 1.0";
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faceViewer = true;
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directDamage = 0.6;
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kickBackStrength = 6400;
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radiusDamageType = $DamageType::R700;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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HeadShotKill = 1;
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ImageSource = "R700SniperRifleImage";
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ImageSource = "R700SniperRifleImage";
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sound = ChaingunProjectile;
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explosion = "ChaingunExplosion";
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underwaterExplosion = "ChaingunExplosion";
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velInheritFactor = 0.5;
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splash = ChaingunSplash;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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baseEmitter = R700SmokeEmitter;
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bubbleEmitter = R700SmokeEmitter;
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baseEmitter = R700SmokeEmitter;
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grenadeElasticity = 0.35;
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grenadeFriction = 0.2;
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armingDelayMS = 1;
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muzzleVelocity = 2000.00;
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drag = 0.1;
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dryVelocity = 2000.0;
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wetVelocity = 2000.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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//activateDelayMS = 100;
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activateDelayMS = -1;
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size[0] = 0.2;
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size[1] = 0.5;
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size[2] = 0.1;
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numFlares = 5; //less flares = less lag
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flareColor = "1 0.18 0.03";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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hasLight = true;
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lightRadius = 10.0;
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lightColor = "0.94 0.03 0.12";
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};
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datablock ItemData(R700SniperRifleAmmo) {
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@ -98,7 +114,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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item = R700SniperRifle;
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ammo = R700SniperRifleAmmo;
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projectile = R700Bullet;
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projectileType = GrenadeProjectile;
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projectileType = LinearFlareProjectile;
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emap = true;
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armThread = looksn;
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@ -108,7 +124,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
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ShowsClipInHud = 1;
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ClipReloadTime = 7;
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ClipReturn = 4;
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ClipReturn = 7;
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InitialClips = 6;
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//
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//Challenges
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