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.

Comment