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.
This commit is contained in:
Robert Fritzen 2021-01-14 19:32:09 -06:00
parent 52ad2235c7
commit 6070426c06
16 changed files with 82 additions and 66 deletions

View file

@ -42,36 +42,52 @@ datablock ParticleEmitterData(R700SmokeEmitter) {
particles = "R700SmokeParticle";
};
datablock GrenadeProjectileData(R700Bullet) {
projectileShapeName = "weapon_missile_projectile.dts";
emitterDelay = -1;
directDamage = 0.62;
hasDamageRadius = false;
directDamageType = $DamageType::R700;
kickBackStrength = 6400;
bubbleEmitTime = 1.0;
datablock LinearFlareProjectileData(R700Bullet)
{
projectileShapeName = "weapon_missile_projectile.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.6;
kickBackStrength = 6400;
radiusDamageType = $DamageType::R700;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
LegsMultiplier = 0.35;
HeadShotKill = 1;
HeadShotKill = 1;
ImageSource = "R700SniperRifleImage";
ImageSource = "R700SniperRifleImage";
sound = ChaingunProjectile;
explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion";
velInheritFactor = 0.5;
splash = ChaingunSplash;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
baseEmitter = R700SmokeEmitter;
bubbleEmitter = R700SmokeEmitter;
baseEmitter = R700SmokeEmitter;
grenadeElasticity = 0.35;
grenadeFriction = 0.2;
armingDelayMS = 1;
muzzleVelocity = 2000.00;
drag = 0.1;
dryVelocity = 2000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 5; //less flares = less lag
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
};
datablock ItemData(R700SniperRifleAmmo) {
@ -98,7 +114,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
item = R700SniperRifle;
ammo = R700SniperRifleAmmo;
projectile = R700Bullet;
projectileType = GrenadeProjectile;
projectileType = LinearFlareProjectile;
emap = true;
armThread = looksn;
@ -108,7 +124,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 4;
ClipReturn = 7;
InitialClips = 6;
//
//Challenges