[nexuiz-commits] r8427 - trunk/data
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Sat Dec 19 14:38:00 EST 2009
Author: div0
Date: 2009-12-19 14:38:00 -0500 (Sat, 19 Dec 2009)
New Revision: 8427
Modified:
trunk/data/balance.cfg
trunk/data/balance25.cfg
trunk/data/balanceHavoc.cfg
trunk/data/balanceNexrun.cfg
trunk/data/balanceSamual.cfg
Log:
remove some tabs from the balance config files to not annoy mapinfo #include
Modified: trunk/data/balance.cfg
===================================================================
--- trunk/data/balance.cfg 2009-12-19 19:37:00 UTC (rev 8426)
+++ trunk/data/balance.cfg 2009-12-19 19:38:00 UTC (rev 8427)
@@ -164,23 +164,23 @@
set g_throughfloor_force 0.7
set g_projectiles_newton_style 2
// possible values:
-// 0: absolute velocity projectiles (like Quake)
-// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
-// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.8
set g_projectiles_newton_style_2_maxfactor 1.5
set g_projectiles_spread_style 0
// possible values:
-// 0: forward + solid sphere (like Quake) - varies velocity
-// 1: forward + flattened solid sphere
-// 2: forward + solid circle
-// 3: forward + normal distribution 3D - varies velocity
-// 4: forward + normal distribution on a plane
-// 5: forward + circle with 1-r falloff
-// 6: forward + circle with 1-r^2 falloff
-// 7: forward + circle with (1-r)(2-r) falloff
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 1400
set g_balance_falldamage_factor 0.15
@@ -218,7 +218,7 @@
// }}}
// {{{ weapon properties
-// {{{ laser
+// {{{ laser
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
@@ -243,8 +243,8 @@
set g_balance_laser_secondary_lifetime 30
set g_balance_laser_secondary_shotangle -90
set g_balance_laser_secondary_delay 0
-// }}}
-// {{{ shotgun
+// }}}
+// {{{ shotgun
set g_balance_shotgun_primary_bullets 6
set g_balance_shotgun_primary_damage 10
set g_balance_shotgun_primary_force 0
@@ -263,8 +263,8 @@
set g_balance_shotgun_secondary_ammo 1
set g_balance_shotgun_secondary_speed 12000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
-// }}}
-// {{{ uzi
+// }}}
+// {{{ uzi
set g_balance_uzi_first_damage 12
set g_balance_uzi_first_force 0
set g_balance_uzi_first_spread 0.015
@@ -277,8 +277,8 @@
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
-// }}}
-// {{{ mortar
+// }}}
+// {{{ mortar
set g_balance_grenadelauncher_primary_damage 50
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
@@ -303,8 +303,8 @@
set g_balance_grenadelauncher_secondary_ammo 2
set g_balance_grenadelauncher_secondary_health 70
set g_balance_grenadelauncher_secondary_damageforcescale 4
-// }}}
-// {{{ electro
+// }}}
+// {{{ electro
set g_balance_electro_primary_damage 65
set g_balance_electro_primary_edgedamage 0
set g_balance_electro_primary_force 200
@@ -338,8 +338,8 @@
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_speed 2000
-// }}}
-// {{{ crylink
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 14
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force -55
@@ -379,8 +379,8 @@
set g_balance_crylink_secondary_line_fadetime 2
set g_balance_crylink_secondary_lightning 0
-// }}}
-// {{{ nex
+// }}}
+// {{{ nex
set g_balance_nex_damage 90
set g_balance_nex_force 200
set g_balance_nex_refire 1.5
@@ -390,13 +390,13 @@
set g_balance_nex_damagefalloff_maxdist 3000
set g_balance_nex_damagefalloff_halflife 1500
set g_balance_nex_damagefalloff_forcehalflife 1500
-// }}}
-// {{{ minstanex
+// }}}
+// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_minstanex_animtime 0.3
set g_balance_minstanex_ammo 10
-// }}}
-// {{{ hagar
+// }}}
+// {{{ hagar
set g_balance_hagar_primary_damage 30
set g_balance_hagar_primary_edgedamage 0
set g_balance_hagar_primary_force 50
@@ -416,8 +416,8 @@
set g_balance_hagar_secondary_lifetime_rand 0.05
set g_balance_hagar_secondary_refire 0.1
set g_balance_hagar_secondary_ammo 0.5
-// }}}
-// {{{ rocketlauncher
+// }}}
+// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 80
set g_balance_rocketlauncher_edgedamage 40
set g_balance_rocketlauncher_force 600
@@ -437,21 +437,21 @@
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
set g_balance_rocketlauncher_laserguided_speedaccel 0
set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
-// }}}
-// {{{ porto
+set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal 1
+// }}}
+// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_porto_primary_animtime 0.3
set g_balance_porto_primary_speed 5000
set g_balance_porto_primary_lifetime 30
set g_balance_portal_health 200 // these get recharged whenever the portal is used
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
-// }}}
-// {{{ hook
+// }}}
+// {{{ hook
set g_balance_hook_primary_fuel 2 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
@@ -470,8 +470,8 @@
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
-// }}}
-// {{{ hlac
+// }}}
+// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_hlac_primary_spread_max 0.25
set g_balance_hlac_primary_spread_add 0.0045
@@ -502,8 +502,8 @@
set g_balance_hlac_secondary_animtime 0.3
set g_balance_hlac_secondary_ammo 10
set g_balance_hlac_secondary_shots 6
-// }}}
-// {{{ campingrifle
+// }}}
+// {{{ campingrifle
set g_balance_campingrifle_magazinecapacity 0
set g_balance_campingrifle_reloadtime 2 // matches reload anim
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
@@ -531,8 +531,8 @@
set g_balance_campingrifle_secondary_ammo 4
set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
set g_balance_campingrifle_secondary_burstcost 0.35
-// }}}
-// {{{ tuba
+// }}}
+// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05
set g_balance_tuba_attenuation 0.5
@@ -542,8 +542,8 @@
set g_balance_tuba_edgedamage 0
set g_balance_tuba_radius 200
set g_balance_tuba_force 40
-// }}}
-// {{{ fireball
+// }}}
+// {{{ fireball
set g_balance_fireball_primary_ammo 5
set g_balance_fireball_primary_animtime 0.3
set g_balance_fireball_primary_damage 40
@@ -579,4 +579,4 @@
set g_balance_fireball_secondary_refire2 4
set g_balance_fireball_secondary_speed 650
set g_balance_fireball_secondary_spread 0
-// }}}
+// }}}
Modified: trunk/data/balance25.cfg
===================================================================
--- trunk/data/balance25.cfg 2009-12-19 19:37:00 UTC (rev 8426)
+++ trunk/data/balance25.cfg 2009-12-19 19:38:00 UTC (rev 8427)
@@ -46,7 +46,7 @@
set g_start_ammo_rockets 0
set g_start_ammo_cells 0
set g_start_ammo_fuel 0
-set g_warmup_start_health 250 "starting values when being in warmup-stage"
+set g_warmup_start_health 250 "starting values when being in warmup-stage"
set g_warmup_start_armor 100 "starting values when being in warmup-stage"
set g_warmup_start_ammo_shells 50 "starting values when being in warmup-stage"
set g_warmup_start_ammo_nails 150 "starting values when being in warmup-stage"
@@ -163,23 +163,23 @@
set g_throughfloor_force 1
set g_projectiles_newton_style 2
// possible values:
-// 0: absolute velocity projectiles (like Quake)
-// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
-// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.7
set g_projectiles_newton_style_2_maxfactor 5
set g_projectiles_spread_style 0
// possible values:
-// 0: forward + solid sphere (like Quake) - varies velocity
-// 1: forward + flattened solid sphere
-// 2: forward + solid circle
-// 3: forward + normal distribution 3D - varies velocity
-// 4: forward + normal distribution on a plane
-// 5: forward + circle with 1-r falloff
-// 6: forward + circle with 1-r^2 falloff
-// 7: forward + circle with (1-r)(2-r) falloff
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 1400
set g_balance_falldamage_factor 0.15
@@ -217,7 +217,7 @@
// }}}
// {{{ weapon properties
-// {{{ laser
+// {{{ laser
set g_balance_laser_primary_damage 35
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
@@ -242,8 +242,8 @@
set g_balance_laser_secondary_lifetime 30
set g_balance_laser_secondary_shotangle 0
set g_balance_laser_secondary_delay 0
-// }}}
-// {{{ shotgun
+// }}}
+// {{{ shotgun
set g_balance_shotgun_primary_bullets 6
set g_balance_shotgun_primary_damage 9
set g_balance_shotgun_primary_force 60
@@ -262,8 +262,8 @@
set g_balance_shotgun_secondary_ammo 1
set g_balance_shotgun_secondary_speed 12000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
-// }}}
-// {{{ uzi
+// }}}
+// {{{ uzi
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_force 50
set g_balance_uzi_first_spread 0.015
@@ -276,8 +276,8 @@
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
-// }}}
-// {{{ mortar
+// }}}
+// {{{ mortar
set g_balance_grenadelauncher_primary_damage 70
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
@@ -302,8 +302,8 @@
set g_balance_grenadelauncher_secondary_ammo 2
set g_balance_grenadelauncher_secondary_health 10
set g_balance_grenadelauncher_secondary_damageforcescale 4
-// }}}
-// {{{ electro
+// }}}
+// {{{ electro
set g_balance_electro_primary_damage 65
set g_balance_electro_primary_edgedamage 0
set g_balance_electro_primary_force 200
@@ -337,8 +337,8 @@
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_speed 2000
-// }}}
-// {{{ crylink
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 18
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force -55
@@ -378,8 +378,8 @@
set g_balance_crylink_secondary_line_fadetime 2
set g_balance_crylink_secondary_lightning 0
-// }}}
-// {{{ nex
+// }}}
+// {{{ nex
set g_balance_nex_damage 100
set g_balance_nex_force 600
set g_balance_nex_refire 1.5
@@ -389,13 +389,13 @@
set g_balance_nex_damagefalloff_maxdist 0
set g_balance_nex_damagefalloff_halflife 0
set g_balance_nex_damagefalloff_forcehalflife 0
-// }}}
-// {{{ minstanex
+// }}}
+// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_minstanex_animtime 0.3
set g_balance_minstanex_ammo 10
-// }}}
-// {{{ hagar
+// }}}
+// {{{ hagar
set g_balance_hagar_primary_damage 37
set g_balance_hagar_primary_edgedamage 15
set g_balance_hagar_primary_force 100
@@ -415,8 +415,8 @@
set g_balance_hagar_secondary_lifetime_rand 0
set g_balance_hagar_secondary_refire 0.15
set g_balance_hagar_secondary_ammo 1
-// }}}
-// {{{ rocketlauncher
+// }}}
+// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 105
set g_balance_rocketlauncher_edgedamage 40
set g_balance_rocketlauncher_force 600
@@ -436,21 +436,21 @@
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
set g_balance_rocketlauncher_laserguided_speedaccel 0
set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
-// }}}
-// {{{ porto
+set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal 1
+// }}}
+// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_porto_primary_animtime 0.3
set g_balance_porto_primary_speed 2000
set g_balance_porto_primary_lifetime 30
set g_balance_portal_health 200 // these get recharged whenever the portal is used
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
-// }}}
-// {{{ hook
+// }}}
+// {{{ hook
set g_balance_hook_primary_fuel 5 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
@@ -469,8 +469,8 @@
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
-// }}}
-// {{{ hlac
+// }}}
+// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_hlac_primary_spread_max 0.25
set g_balance_hlac_primary_spread_add 0.0045
@@ -501,8 +501,8 @@
set g_balance_hlac_secondary_animtime 0.3
set g_balance_hlac_secondary_ammo 10
set g_balance_hlac_secondary_shots 6
-// }}}
-// {{{ campingrifle
+// }}}
+// {{{ campingrifle
set g_balance_campingrifle_magazinecapacity 8
set g_balance_campingrifle_reloadtime 2 // matches reload anim
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
@@ -530,8 +530,8 @@
set g_balance_campingrifle_secondary_ammo 10
set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
set g_balance_campingrifle_secondary_burstcost 0
-// }}}
-// {{{ tuba
+// }}}
+// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05
set g_balance_tuba_attenuation 0.5
@@ -541,8 +541,8 @@
set g_balance_tuba_edgedamage 0
set g_balance_tuba_radius 200
set g_balance_tuba_force 40
-// }}}
-// {{{ fireball
+// }}}
+// {{{ fireball
set g_balance_fireball_primary_ammo 5
set g_balance_fireball_primary_animtime 0.3
set g_balance_fireball_primary_damage 100
@@ -578,4 +578,4 @@
set g_balance_fireball_secondary_refire2 0
set g_balance_fireball_secondary_speed 650
set g_balance_fireball_secondary_spread 0
-// }}}
+// }}}
Modified: trunk/data/balanceHavoc.cfg
===================================================================
--- trunk/data/balanceHavoc.cfg 2009-12-19 19:37:00 UTC (rev 8426)
+++ trunk/data/balanceHavoc.cfg 2009-12-19 19:38:00 UTC (rev 8427)
@@ -46,7 +46,7 @@
set g_start_ammo_rockets 0
set g_start_ammo_cells 0
set g_start_ammo_fuel 0
-set g_warmup_start_health 250 "starting values when being in warmup-stage"
+set g_warmup_start_health 250 "starting values when being in warmup-stage"
set g_warmup_start_armor 100 "starting values when being in warmup-stage"
set g_warmup_start_ammo_shells 50 "starting values when being in warmup-stage"
set g_warmup_start_ammo_nails 150 "starting values when being in warmup-stage"
@@ -163,23 +163,23 @@
set g_throughfloor_force 0
set g_projectiles_newton_style 0
// possible values:
-// 0: absolute velocity projectiles (like Quake)
-// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
-// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.7
set g_projectiles_newton_style_2_maxfactor 5
set g_projectiles_spread_style 0
// possible values:
-// 0: forward + solid sphere (like Quake) - varies velocity
-// 1: forward + flattened solid sphere
-// 2: forward + solid circle
-// 3: forward + normal distribution 3D - varies velocity
-// 4: forward + normal distribution on a plane
-// 5: forward + circle with 1-r falloff
-// 6: forward + circle with 1-r^2 falloff
-// 7: forward + circle with (1-r)(2-r) falloff
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 1400
set g_balance_falldamage_factor 0.15
@@ -217,7 +217,7 @@
// }}}
// {{{ weapon properties
-// {{{ laser
+// {{{ laser
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
@@ -242,8 +242,8 @@
set g_balance_laser_secondary_lifetime 30
set g_balance_laser_secondary_shotangle -90
set g_balance_laser_secondary_delay 0
-// }}}
-// {{{ shotgun
+// }}}
+// {{{ shotgun
set g_balance_shotgun_primary_bullets 15
set g_balance_shotgun_primary_damage 5
set g_balance_shotgun_primary_force 0
@@ -262,8 +262,8 @@
set g_balance_shotgun_secondary_ammo 1
set g_balance_shotgun_secondary_speed 12000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
-// }}}
-// {{{ uzi
+// }}}
+// {{{ uzi
set g_balance_uzi_first_damage 25
set g_balance_uzi_first_force 0
set g_balance_uzi_first_spread 0.015
@@ -276,8 +276,8 @@
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
-// }}}
-// {{{ mortar
+// }}}
+// {{{ mortar
set g_balance_grenadelauncher_primary_damage 40
set g_balance_grenadelauncher_primary_edgedamage 20
set g_balance_grenadelauncher_primary_force 400
@@ -302,8 +302,8 @@
set g_balance_grenadelauncher_secondary_ammo 3
set g_balance_grenadelauncher_secondary_health 10
set g_balance_grenadelauncher_secondary_damageforcescale 4
-// }}}
-// {{{ electro
+// }}}
+// {{{ electro
set g_balance_electro_primary_damage 70
set g_balance_electro_primary_edgedamage 5
set g_balance_electro_primary_force 200
@@ -337,8 +337,8 @@
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 300
set g_balance_electro_combo_speed 2000
-// }}}
-// {{{ crylink
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 25
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force 0
@@ -378,8 +378,8 @@
set g_balance_crylink_secondary_line_fadetime 0.25
set g_balance_crylink_secondary_lightning 0
-// }}}
-// {{{ nex
+// }}}
+// {{{ nex
set g_balance_nex_damage 60
set g_balance_nex_force 0
set g_balance_nex_refire 0.7
@@ -389,13 +389,13 @@
set g_balance_nex_damagefalloff_maxdist 0
set g_balance_nex_damagefalloff_halflife 0
set g_balance_nex_damagefalloff_forcehalflife 0
-// }}}
-// {{{ minstanex
+// }}}
+// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_minstanex_animtime 0.3
set g_balance_minstanex_ammo 10
-// }}}
-// {{{ hagar
+// }}}
+// {{{ hagar
set g_balance_hagar_primary_damage 30
set g_balance_hagar_primary_edgedamage 0
set g_balance_hagar_primary_force 50
@@ -415,8 +415,8 @@
set g_balance_hagar_secondary_lifetime_rand 0
set g_balance_hagar_secondary_refire 0.1
set g_balance_hagar_secondary_ammo 1
-// }}}
-// {{{ rocketlauncher
+// }}}
+// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 80
set g_balance_rocketlauncher_edgedamage 0
set g_balance_rocketlauncher_force 400
@@ -436,21 +436,21 @@
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
set g_balance_rocketlauncher_laserguided_speedaccel 0
set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
-// }}}
-// {{{ porto
+set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal 1
+// }}}
+// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_porto_primary_animtime 0.3
set g_balance_porto_primary_speed 2000
set g_balance_porto_primary_lifetime 30
set g_balance_portal_health 200 // these get recharged whenever the portal is used
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
-// }}}
-// {{{ hook
+// }}}
+// {{{ hook
set g_balance_hook_primary_fuel 5 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
@@ -469,8 +469,8 @@
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
-// }}}
-// {{{ hlac
+// }}}
+// {{{ hlac
set g_balance_hlac_primary_spread_min 0.0
set g_balance_hlac_primary_spread_max 0.03
set g_balance_hlac_primary_spread_add 0.03
@@ -501,8 +501,8 @@
set g_balance_hlac_secondary_animtime 0.3
set g_balance_hlac_secondary_ammo 6
set g_balance_hlac_secondary_shots 5
-// }}}
-// {{{ campingrifle
+// }}}
+// {{{ campingrifle
set g_balance_campingrifle_magazinecapacity 0
set g_balance_campingrifle_reloadtime 2 // matches reload anim
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
@@ -530,8 +530,8 @@
set g_balance_campingrifle_secondary_ammo 4
set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
set g_balance_campingrifle_secondary_burstcost 0.35
-// }}}
-// {{{ tuba
+// }}}
+// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05
set g_balance_tuba_attenuation 0.5
@@ -541,8 +541,8 @@
set g_balance_tuba_edgedamage 0
set g_balance_tuba_radius 200
set g_balance_tuba_force 40
-// }}}
-// {{{ fireball
+// }}}
+// {{{ fireball
set g_balance_fireball_primary_ammo 5
set g_balance_fireball_primary_animtime 0.3
set g_balance_fireball_primary_damage 40
@@ -578,4 +578,4 @@
set g_balance_fireball_secondary_refire2 6
set g_balance_fireball_secondary_speed 650
set g_balance_fireball_secondary_spread 0
-// }}}
+// }}}
Modified: trunk/data/balanceNexrun.cfg
===================================================================
--- trunk/data/balanceNexrun.cfg 2009-12-19 19:37:00 UTC (rev 8426)
+++ trunk/data/balanceNexrun.cfg 2009-12-19 19:38:00 UTC (rev 8427)
@@ -164,23 +164,23 @@
set g_throughfloor_force 0.7
set g_projectiles_newton_style 0
// possible values:
-// 0: absolute velocity projectiles (like Quake)
-// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
-// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.7
set g_projectiles_newton_style_2_maxfactor 5
set g_projectiles_spread_style 4
// possible values:
-// 0: forward + solid sphere (like Quake) - varies velocity
-// 1: forward + flattened solid sphere
-// 2: forward + solid circle
-// 3: forward + normal distribution 3D - varies velocity
-// 4: forward + normal distribution on a plane
-// 5: forward + circle with 1-r falloff
-// 6: forward + circle with 1-r^2 falloff
-// 7: forward + circle with (1-r)(2-r) falloff
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 675
set g_balance_falldamage_factor 0.25
@@ -218,7 +218,7 @@
// }}}
// {{{ weapon properties
-// {{{ laser
+// {{{ laser
set g_balance_laser_primary_damage 22
set g_balance_laser_primary_edgedamage 0
set g_balance_laser_primary_force 200
@@ -243,8 +243,8 @@
set g_balance_laser_secondary_lifetime 0.066
set g_balance_laser_secondary_shotangle 0
set g_balance_laser_secondary_delay 0
-// }}}
-// {{{ shotgun
+// }}}
+// {{{ shotgun
set g_balance_shotgun_primary_bullets 36
set g_balance_shotgun_primary_damage 3
set g_balance_shotgun_primary_force 10
@@ -263,8 +263,8 @@
set g_balance_shotgun_secondary_ammo 0.5
set g_balance_shotgun_secondary_speed 12000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
-// }}}
-// {{{ uzi
+// }}}
+// {{{ uzi
set g_balance_uzi_first_damage 10
set g_balance_uzi_first_force 50
set g_balance_uzi_first_spread 0.007
@@ -277,8 +277,8 @@
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
-// }}}
-// {{{ mortar
+// }}}
+// {{{ mortar
set g_balance_grenadelauncher_primary_damage 60
set g_balance_grenadelauncher_primary_edgedamage 10
set g_balance_grenadelauncher_primary_force 250
@@ -303,8 +303,8 @@
set g_balance_grenadelauncher_secondary_ammo 2
set g_balance_grenadelauncher_secondary_health 0
set g_balance_grenadelauncher_secondary_damageforcescale 0
-// }}}
-// {{{ electro
+// }}}
+// {{{ electro
set g_balance_electro_primary_damage 70
set g_balance_electro_primary_edgedamage 5
set g_balance_electro_primary_force 150
@@ -338,8 +338,8 @@
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_speed 2000
-// }}}
-// {{{ crylink
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 14
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force 30
@@ -379,8 +379,8 @@
set g_balance_crylink_secondary_line_fadetime 2
set g_balance_crylink_secondary_lightning 1
-// }}}
-// {{{ nex
+// }}}
+// {{{ nex
set g_balance_nex_damage 100
set g_balance_nex_force 200
set g_balance_nex_refire 1.25
@@ -390,13 +390,13 @@
set g_balance_nex_damagefalloff_maxdist 3000
set g_balance_nex_damagefalloff_halflife 1500
set g_balance_nex_damagefalloff_forcehalflife 1500
-// }}}
-// {{{ minstanex
+// }}}
+// {{{ minstanex
set g_balance_minstanex_refire 1.25
set g_balance_minstanex_animtime 1.25
set g_balance_minstanex_ammo 10
-// }}}
-// {{{ hagar
+// }}}
+// {{{ hagar
set g_balance_hagar_primary_damage 12
set g_balance_hagar_primary_edgedamage 5
set g_balance_hagar_primary_force 70
@@ -416,8 +416,8 @@
set g_balance_hagar_secondary_lifetime_rand 0.05
set g_balance_hagar_secondary_refire 0.1
set g_balance_hagar_secondary_ammo 1
-// }}}
-// {{{ rocketlauncher
+// }}}
+// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 90
set g_balance_rocketlauncher_edgedamage 30
set g_balance_rocketlauncher_force 350
@@ -437,21 +437,21 @@
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
set g_balance_rocketlauncher_laserguided_speedaccel 0
set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
+set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
set g_balance_rocketlauncher_laserguided_allow_steal 1
-// }}}
-// {{{ porto
+// }}}
+// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_porto_primary_animtime 0.3
set g_balance_porto_primary_speed 5000
set g_balance_porto_primary_lifetime 30
set g_balance_portal_health 200 // these get recharged whenever the portal is used
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
-// }}}
-// {{{ hook
+// }}}
+// {{{ hook
set g_balance_hook_primary_fuel 2 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
@@ -470,8 +470,8 @@
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
-// }}}
-// {{{ hlac
+// }}}
+// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_hlac_primary_spread_max 0.03
set g_balance_hlac_primary_spread_add 0.002
@@ -502,8 +502,8 @@
set g_balance_hlac_secondary_animtime 0.6
set g_balance_hlac_secondary_ammo 10
set g_balance_hlac_secondary_shots 5
-// }}}
-// {{{ campingrifle
+// }}}
+// {{{ campingrifle
set g_balance_campingrifle_magazinecapacity 0
set g_balance_campingrifle_reloadtime 2 // matches reload anim
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
@@ -531,8 +531,8 @@
set g_balance_campingrifle_secondary_ammo 4
set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
set g_balance_campingrifle_secondary_burstcost 0.35
-// }}}
-// {{{ tuba
+// }}}
+// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05
set g_balance_tuba_attenuation 0.5
@@ -542,8 +542,8 @@
set g_balance_tuba_edgedamage 0
set g_balance_tuba_radius 200
set g_balance_tuba_force 40
-// }}}
-// {{{ fireball
+// }}}
+// {{{ fireball
set g_balance_fireball_primary_ammo 5
set g_balance_fireball_primary_animtime 0.3
set g_balance_fireball_primary_damage 40
@@ -579,4 +579,4 @@
set g_balance_fireball_secondary_refire2 4
set g_balance_fireball_secondary_speed 650
set g_balance_fireball_secondary_spread 0
-// }}}
+// }}}
Modified: trunk/data/balanceSamual.cfg
===================================================================
--- trunk/data/balanceSamual.cfg 2009-12-19 19:37:00 UTC (rev 8426)
+++ trunk/data/balanceSamual.cfg 2009-12-19 19:38:00 UTC (rev 8427)
@@ -164,23 +164,23 @@
set g_throughfloor_force 0.7
set g_projectiles_newton_style 2
// possible values:
-// 0: absolute velocity projectiles (like Quake)
-// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
-// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
-// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
-// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.8
set g_projectiles_newton_style_2_maxfactor 1.5
set g_projectiles_spread_style 0
// possible values:
-// 0: forward + solid sphere (like Quake) - varies velocity
-// 1: forward + flattened solid sphere
-// 2: forward + solid circle
-// 3: forward + normal distribution 3D - varies velocity
-// 4: forward + normal distribution on a plane
-// 5: forward + circle with 1-r falloff
-// 6: forward + circle with 1-r^2 falloff
-// 7: forward + circle with (1-r)(2-r) falloff
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
set g_balance_falldamage_minspeed 1400
set g_balance_falldamage_factor 0.15
@@ -218,7 +218,7 @@
// }}}
// {{{ weapon properties
-// {{{ laser
+// {{{ laser
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
@@ -243,8 +243,8 @@
set g_balance_laser_secondary_lifetime 30
set g_balance_laser_secondary_shotangle -90
set g_balance_laser_secondary_delay 0
-// }}}
-// {{{ shotgun
+// }}}
+// {{{ shotgun
set g_balance_shotgun_primary_bullets 6
set g_balance_shotgun_primary_damage 10
set g_balance_shotgun_primary_force 0
@@ -263,8 +263,8 @@
set g_balance_shotgun_secondary_ammo 1
set g_balance_shotgun_secondary_speed 12000
set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu
-// }}}
-// {{{ uzi
+// }}}
+// {{{ uzi
set g_balance_uzi_first_damage 12
set g_balance_uzi_first_force 0
set g_balance_uzi_first_spread 0.015
@@ -277,8 +277,8 @@
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
-// }}}
-// {{{ mortar
+// }}}
+// {{{ mortar
set g_balance_grenadelauncher_primary_damage 50
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
@@ -303,8 +303,8 @@
set g_balance_grenadelauncher_secondary_ammo 2
set g_balance_grenadelauncher_secondary_health 70
set g_balance_grenadelauncher_secondary_damageforcescale 4
-// }}}
-// {{{ electro
+// }}}
+// {{{ electro
set g_balance_electro_primary_damage 65
set g_balance_electro_primary_edgedamage 0
set g_balance_electro_primary_force 200
@@ -338,8 +338,8 @@
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_speed 2000
-// }}}
-// {{{ crylink
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 14
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force -55
@@ -379,8 +379,8 @@
set g_balance_crylink_secondary_line_fadetime 2
set g_balance_crylink_secondary_lightning 0
-// }}}
-// {{{ nex
+// }}}
+// {{{ nex
set g_balance_nex_damage 90
set g_balance_nex_force 200
set g_balance_nex_refire 1.5
@@ -390,13 +390,13 @@
set g_balance_nex_damagefalloff_maxdist 3000
set g_balance_nex_damagefalloff_halflife 1500
set g_balance_nex_damagefalloff_forcehalflife 1500
-// }}}
-// {{{ minstanex
+// }}}
+// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_minstanex_animtime 0.3
set g_balance_minstanex_ammo 10
-// }}}
-// {{{ hagar
+// }}}
+// {{{ hagar
set g_balance_hagar_primary_damage 30
set g_balance_hagar_primary_edgedamage 0
set g_balance_hagar_primary_force 50
@@ -416,8 +416,8 @@
set g_balance_hagar_secondary_lifetime_rand 0.05
set g_balance_hagar_secondary_refire 0.1
set g_balance_hagar_secondary_ammo 0.5
-// }}}
-// {{{ rocketlauncher
+// }}}
+// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 80
set g_balance_rocketlauncher_edgedamage 40
set g_balance_rocketlauncher_force 600
@@ -437,21 +437,21 @@
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
set g_balance_rocketlauncher_laserguided_speedaccel 0
set g_balance_rocketlauncher_laserguided_speedstart 1000
-set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
-set g_balance_rocketlauncher_laserguided_allow_steal 1
-// }}}
-// {{{ porto
+set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal 1
+// }}}
+// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_porto_primary_animtime 0.3
set g_balance_porto_primary_speed 5000
set g_balance_porto_primary_lifetime 30
set g_balance_portal_health 200 // these get recharged whenever the portal is used
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
-// }}}
-// {{{ hook
+// }}}
+// {{{ hook
set g_balance_hook_primary_fuel 2 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
@@ -470,8 +470,8 @@
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
-// }}}
-// {{{ hlac
+// }}}
+// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_hlac_primary_spread_max 0.25
set g_balance_hlac_primary_spread_add 0.0045
@@ -502,8 +502,8 @@
set g_balance_hlac_secondary_animtime 0.3
set g_balance_hlac_secondary_ammo 10
set g_balance_hlac_secondary_shots 6
-// }}}
-// {{{ campingrifle
+// }}}
+// {{{ campingrifle
set g_balance_campingrifle_magazinecapacity 0
set g_balance_campingrifle_reloadtime 2 // matches reload anim
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
@@ -531,8 +531,8 @@
set g_balance_campingrifle_secondary_ammo 4
set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
set g_balance_campingrifle_secondary_burstcost 0.35
-// }}}
-// {{{ tuba
+// }}}
+// {{{ tuba
set g_balance_tuba_refire 0.05
set g_balance_tuba_animtime 0.05
set g_balance_tuba_attenuation 0.5
@@ -542,8 +542,8 @@
set g_balance_tuba_edgedamage 0
set g_balance_tuba_radius 200
set g_balance_tuba_force 40
-// }}}
-// {{{ fireball
+// }}}
+// {{{ fireball
set g_balance_fireball_primary_ammo 5
set g_balance_fireball_primary_animtime 0.3
set g_balance_fireball_primary_damage 40
@@ -579,4 +579,4 @@
set g_balance_fireball_secondary_refire2 4
set g_balance_fireball_secondary_speed 650
set g_balance_fireball_secondary_spread 0
-// }}}
+// }}}
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