There seems to be some confusion amonst some players, IE Novmode, and PowerZoid, about the shaft in crmod vs shaft in CAx.
So, here's a comparison of the two mods..
ClanArenaX shaft:
vs standard quakeC (crmod)
self.attack_finish is the RATE atwhich damage is incurred.
lets look at the damage code....
Normal Quake
and CAx
Hmm, looks the same to me.
CA+ upped the damage and/or the rate of attack, which made lg stronger.
CAx uses standard Quake weapon damage.
So, here's a comparison of the two mods..
ClanArenaX shaft:
Code:
void () player_light1 = [ 105, player_light2 ]
{
self.effects = (self.effects | EF_MUZZLEFLASH);
if (!self.button0)
{
player_run ();
return;
}
self.weaponframe = (self.weaponframe + 1);
if ((self.weaponframe == 5))
{
self.weaponframe = 1;
}
//SuperDamageSound (); // no quad in CA
W_FireLightning ();
self.attack_finished = (time + 0.2);
};
Code:
void () player_light1 = [ 105, player_light2 ]
{
self.effects = (self.effects | EF_MUZZLEFLASH);
if (!self.button0)
{
player_run ();
return;
}
self.weaponframe = (self.weaponframe + 1);
if ((self.weaponframe == 5))
{
self.weaponframe = 1;
}
SuperDamageSound ();
W_FireLightning ();
self.attack_finished = (time + 0.2);
};
lets look at the damage code....
Normal Quake
Code:
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
};
Code:
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
particle (trace_endpos, '0 0 100', 225, damage*4);
T_Damage (trace_ent, from, from, damage);
}
};
CA+ upped the damage and/or the rate of attack, which made lg stronger.
CAx uses standard Quake weapon damage.



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