How about PENT makes you take half damge...or better yet, quarter damage...quad damage's inverse.
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Hm... pent = 5GA
seriously though... pent could give 400RA... and that's not really much considering how fast RA goes down. Also make it give you 10 of each ammo type and a shaft, some levels don't have shaft but do have cells??e|------------------------0---------------
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I'd tone down the protection, green gives 30% cover yellow 60% and red 80%, I don't understand the jump from 30 to 60. Maybe try working with 30/50/60. Or something around there.Qoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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Here's a snippet from the progs106 vanilla quake source:Originally posted by PapaSmurf View Postisn't green 33%?
GA is 30%Code:/* =============================================================================== ARMOR =============================================================================== */ void() armor_touch; void() armor_touch = { local float type, value, bit; if (other.health <= 0) return; if (other.classname != "player") return; if (self.classname == "item_armor1") { [COLOR="Yellow"]type = 0.3;[/COLOR] value = 100; bit = IT_ARMOR1; } if (self.classname == "item_armor2") { [COLOR="Yellow"]type = 0.6;[/COLOR] value = 150; bit = IT_ARMOR2; } if (self.classname == "item_armorInv") { [COLOR="Yellow"]type = 0.8;[/COLOR] value = 200; bit = IT_ARMOR3; } if (other.armortype*other.armorvalue >= type*value) return; other.armortype = type; other.armorvalue = value; other.items = other.items - (other.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit; self.solid = SOLID_NOT; self.model = string_null; if (deathmatch == 1) self.nextthink = time + 20; self.think = SUB_regen; sprint(other, "You got armor\n"); // armor touch sound sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); activator = other; SUB_UseTargets(); // fire all targets / killtargets };
YA is 60%
RA is 80%Last edited by Canadian*Sniper; 07-06-2007, 01:45 PM.
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Ok, so at 30%, you really only need 43 green armor for every 100 health. People were saying 50 for every 100 health, which would mean 33%. I tried checking this by shooting myself with rockets, but due to rounding errors my conclusions were wrong.
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going with papasmurf's pent idea, how about this which doesn't stray too far from the original powerup:
for 30 seconds the player's health has 75% resistance but the player's armour still takes full damage on what it absorbs (just like the normal pent does).
In a sense, it's just like the original pent invuln for 30 seconds but this actually does SOME damage to the player and still wastes his/her armour away. What do you guys think? It's either going to be 75% absorb or 50% absorb. play testing will determine it.
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I'd rather have
GA 30% (50 GA)
YA 50% (100 YA)
RA 60% (150 RA)
PENT 80% (200 RA)
And have the ability to pick up weaker armor and add to your stronger armor's strength like in Quake II.e|------------------------0---------------
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I got a better idea:
Green: 50GA
Red: 150YA
Pent: 200RA + 5 seconds
Yellow: 50GA + 50 health (so it works like half a megahealth)16:03:04 <gb> when I put in a sng, I think I might need nails
16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve
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