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MP2 Fix for DarkPlaces - Plasma Launcher Not Firing Properly - UPDATED!!!
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Looks awesome Seanstar
I've been actually been running a few ideas on a projectile replacement for the Plasmagun as now it's the only projectile that NEEDS a improvement. The scrag and knight's projectile attacks don't need them due (yet) due to Seven's effectinfo.txt but the current state of the Plasma projectile is....ew... lol
I'm thinking something similar to the Dark Matter projectile from Quake 4. Thinking of doing a direct port of it to see how that works - then after do my own.
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Fixed another possible "bug" - one I've always considered to be one but looking at the code - it was a choice they made that didn't make sense to me.
The Multi-Grenade.
Fire it, it explodes and bursts into clusters.
However if you hit a target directly, does a simple single explosion that's equal to one of the SINGLE clusters. WTF? Happened to the others or if that isn't a concern - why didn't they increase the damage (making it equal to all the cluster explosions together)?
Well I went the route of making them still pop out the clusters on impact. So still does the little explosion, but then the clusters fall down.
Here's the old code:
//================================
void() MultiGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
if (self.classname == "MiniGrenade")
MiniGrenadeExplode();
else
{
if (self.owner.classname == "player")
GrenadeExplode();
else
MiniGrenadeExplode();
}
return;
}
// bounce sound
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
Now replace it with:
//================================
void() MultiGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
if (self.classname == "MiniGrenade")
MiniGrenadeExplode();
else
{ /*ooppee multi-grenade - so the multi-grenade when it hits a enemy just blows up without a cluster. WTF? Time to fix that! Lets edit out this stuff here.
if (self.owner.classname == "player")
GrenadeExplode();
else
MiniGrenadeExplode(); */
MultiGrenadeExplode(); //ooppee multi-grenade - so this calls the cluster command
}
return;
}
// bounce sound
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
This is in the mult_wpn.qc
I haven't compiled this into a progs.dat as I wanted this release to be a universal fix which DOESN'T change any gameplay. This change does change it. I will make a compiled version if there's more "for it" than "against it"
Now due to the angles they come out at - only 3 clusters will actually be seen out of the 5. The other 2 actually blow up immediately. Which is good, some of the clusters should blow up immediately when it's a direct impact on a target.
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