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Weapons changes
Evghenii Olenciuc edited this page Aug 16, 2024
·
15 revisions
- Added
sv_weaponstayrefill
flag that allows refilling ammo whensv_weaponstay
is on. The refill cooldown is hardcoded to be a quarter of weapon respawn time
Added following Decorate properties:
Decorate | Default | Description |
---|---|---|
Weapon.AmmoDmScale | 2.5 | In doom when picking up a weapon in deathmatch, it's ammo is multiplied by 2.5. You can now configure that using this property. |
Weapon.AmmoSpRefill Weapon.AmmoSpRefill1 | 0 | If this value is higher than 0 , then picking up a weapon that the player already has will do one of two things: refill his ammo up to the Weapon.AmmoGive value if his ammo is below that; or else give him the amount defined by Weapon.AmmoSpRefill . If this property is set to 0 , then the player will always get ammo defined by Weapon.AmmoGive property |
Weapon.AmmoSpRefill2 | 0 | Same as the above, but works for secondary ammo instead or primary |
Weapon.AmmoDmRefill Weapon.AmmoDmRefill1 Weapon.AmmoDmRefill2 | 0 | Same as three properties above, but works in PvP game modes (Deathmatch, Duels, etc.) instead of PvE (Singleplayer, Coop, etc.) |
Weapon.SwaySpeed | 2.2 | Configures weapon sway speed and distance for players that use movesway value above 0. The Weapon.SwaySpeed value can't be set lower than 0.55 , because that will make the weapon accelerate instead of decelerate. You can still set it to 0 to disable sway completely |
+NOPRIMAUTOFIRE +NOALTAUTOFIRE
|
Same as +NOAUTOFIRE , but only affect primary or secondary fire respectively |
|
+SEEKERMISSILENOZ |
Same as +SEEKERMISSILE , but doesn't follow the target along Z axis |
|
+NOEXPLODECEILING |
When hitting the ceiling the projectile just stops instead of exploding | |
FPF_NOAUTOAIM |
A_FireBullets flag backported from GZDoom. Disables autoaim for this attack |
|
RGF_TRANSFERTRANSLATION |
A_RailAttack and A_CustomRailgun flag. Using it transfers shooter translation to both particles and actors |
|
RGF_EXTRATRAIL |
A_RailAttack and A_CustomRailgun flag. With this flag the function will spawn one extra trail actor at the end of the trail. |