A few more weapon adjustments

This commit is contained in:
Robert Fritzen 2022-05-24 12:08:08 -05:00
parent e3887c63d4
commit de6a6c88ab
9 changed files with 32 additions and 28 deletions

View file

@ -6,11 +6,11 @@ datablock TracerProjectileData(meleehit)
{
doDynamicClientHits = true;
directDamage = 0.45;
directDamage = 0.75;
directDamageType = $DamageType::melee;
explosion = ChaingunExplosion;
splash = ChaingunSplash;
HeadMultiplier = 5.0;
HeadMultiplier = 10.0;
hasDamageRadius = true;
indirectDamage = 0.001;

View file

@ -11,7 +11,7 @@ datablock TracerProjectileData(G17Bullet){
directDamageType = $DamageType::G17;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
HeadMultiplier = 2.25;
LegsMultiplier = 0.35;
HeadShotKill = 1;

View file

@ -1,11 +1,11 @@
datablock TracerProjectileData(G41Bullet) {
doDynamicClientHits = true;
directDamage = 0.44;
directDamage = 0.4;
directDamageType = $DamageType::G41;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.1;
HeadMultiplier = 1.3;
LegsMultiplier = 0.35;
ImageSource = "G41RifleImage";

View file

@ -11,7 +11,7 @@ datablock TracerProjectileData(M1Bullet) {
directDamageType = $DamageType::M1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
HeadMultiplier = 2.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
@ -138,7 +138,7 @@ datablock ShapeBaseImageData(M1SniperRifleImage) {
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
stateTimeoutValue[4] = 1.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";

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@ -1,7 +1,7 @@
datablock TracerProjectileData(M4A1Bullet) {
doDynamicClientHits = true;
directDamage = 0.085;
directDamage = 0.14;
directDamageType = $DamageType::M4A1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;

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@ -47,7 +47,7 @@ datablock LinearFlareProjectileData(R700Bullet)
projectileShapeName = "weapon_missile_projectile.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.6;
directDamage = 0.575;
kickBackStrength = 6400;
radiusDamageType = $DamageType::R700;
@ -125,7 +125,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 7;
InitialClips = 6;
InitialClips = 3;
//
//Challenges
HasChallenges = 1;
@ -178,7 +178,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2;
stateTimeoutValue[4] = 1.7;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";

View file

@ -137,7 +137,7 @@ datablock ShapeBaseImageData(S3RifleImage) {
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.4;
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";