plusN.cfg | 2.07
fala, can u give me code wich have changed from version to other pls. (I mean from 2.06 to 2.07)
I want to update meta.cfg as it is based on plusN and rebounceN too
And contact me by pm to talk about meta.cfg pls
EDIT: just noticed it's a tmp version
and also feast is buggy, I have no acceleration at all speed stays 350
and also feast is buggy, I have no acceleration at all speed stays 350
what u mean?
$g_quadfactor = 4;
$xp_unlagged = 1;
$xp_physics = PHYSICS_CONTROL_FORWARD | PHYSICS_CONTROL_SIDEWARD | PHYSICS_CONTROL_STOP;
$g_speed = 350;
$xp_chatProtection = 0;
Start Weapon = WP_PLASMAGUN;
Start Weapons = WP_GAUNTLET | WP_MACHINEGUN | WP_SHOTGUN | WP_GRENADE_LAUNCHER | WP_ROCKET_LAUNCHER | WP_LIGHTNING | WP_RAILGUN | WP_PLASMAGUN | WP_BFG;
Start Powerups = PW_NONE;
Weapons = WP_NONE;
Items = IT_ARMOR_SHARD | IT_ARMOR_JACKET | IT_ARMOR_COMBAT | IT_ARMOR_BODY | IT_HEALTH_SMALL | IT_HEALTH | IT_HEALTH_LARGE | IT_HEALTH_MEGA;
Ammos = WP_NONE;
Powerups = PW_NONE;
if ( $g_gametype == 1 ) { Powerups = PW_NONE; } else { Powerups = PW_QUAD | PW_BATTLESUIT; }
Drop Enable = DR_FLAG;
if ( $g_gametype == 8 ) { Spawn Protection = 1.5; } else { Spawn Protection = 0; }
Weapon Time {
Before = 0;
After = 0;
Ammo = 0;
}
Multi Jumps = 4;
DM Flags = DM_NO_SELF_DAMAGE | DM_DROP_HOLDABLES | DM_DROP_POWERUPS | DM_NO_FALLING_DAMAGE | DM_TELEPORT_SPEED | DM_NO_QUAD_KNOCKBACK;
Respawn Time = 1.0;
Respawn Time Suicide = 0.5;
Hit Box = 1.0;
Haste Factor = 1.3;
Regen Factor = 50;
Battlesuit Factor = 0.25;
$xp_unlagged = 1;
$xp_physics = PHYSICS_CONTROL_FORWARD | PHYSICS_CONTROL_SIDEWARD | PHYSICS_CONTROL_STOP;
$g_speed = 350;
$xp_chatProtection = 0;
Start Weapon = WP_PLASMAGUN;
Start Weapons = WP_GAUNTLET | WP_MACHINEGUN | WP_SHOTGUN | WP_GRENADE_LAUNCHER | WP_ROCKET_LAUNCHER | WP_LIGHTNING | WP_RAILGUN | WP_PLASMAGUN | WP_BFG;
Start Powerups = PW_NONE;
Weapons = WP_NONE;
Items = IT_ARMOR_SHARD | IT_ARMOR_JACKET | IT_ARMOR_COMBAT | IT_ARMOR_BODY | IT_HEALTH_SMALL | IT_HEALTH | IT_HEALTH_LARGE | IT_HEALTH_MEGA;
Ammos = WP_NONE;
Powerups = PW_NONE;
if ( $g_gametype == 1 ) { Powerups = PW_NONE; $g_quadfactor = 1; Battlesuit Factor = 1;} else { Powerups = PW_QUAD | PW_BATTLESUIT; Battlesuit Factor = 0.25; $g_quadfactor = 4;}
Drop Enable = DR_FLAG;
if ( $g_gametype == 8 ) { Spawn Protection = 1.5; } else { Spawn Protection = 0; }
Weapon Time {
Before = 0;
After = 0;
Ammo = 0;
}
Multi Jumps = 4;
DM Flags = DM_NO_SELF_DAMAGE | DM_DROP_HOLDABLES | DM_DROP_POWERUPS | DM_NO_FALLING_DAMAGE | DM_TELEPORT_SPEED | DM_NO_QUAD_KNOCKBACK;
Respawn Time = 1.0;
Respawn Time Suicide = 0.5;
Hit Box = 1.0;
Haste Factor = 1;
Regen Factor = 1;
tx for answer mate
I think this is problem :
Haste Factor = 1;
so with haste you move with normal speed,
hasteSpeed = Haste Factor * g_speed = 1 * g_speed = g_speed
Isn't that a bug, or is it meant ? or did you want to make it 2x speed ? If so, then it has to be Haste Factor = 2;
haste shouldn’t spawn at any game type at all
I think that bfg explosion is too ''big''....someone shot's ''10m'' behind me I am dead....several people already complained on beer server about this. Can the blast radius be smaller?
I think that bfg explosion is too ''big''....someone shot's ''10m'' behind me I am dead....several people already complained on beer server about this. Can the blast radius be smaller?
Totally igree
It is not like that, that the splash-radius is too big, it is more like that, that the splash is too strong.
It happens often when the bfg hits the wall behind you kills you, even if u r far away of it.
Example, i stood in the hallway at bridge to rail, was looking to rl, someone fired a bfg, and i made a nadejump backward, and i was close to get out at the lower floor (unter the bridge). When i was nearly out of the hallway (lets say last 4 stairs). the bfg hit the curve and i was hit by the end of the splah, and died. In 1.03 I would have lost maybe just 1/3 of my health, here i was dead, even i had 300 health and 50 armor.
another thing is, if u place a bfg directly in front of the feets of your enemy, like i am used to since i play, the enemy doesnt even get a real damage, even if the enemy is completly in the splashfonaine.
It is not like that, that the splash-radius is too big, it is more like that, that the splash is too strong.
It happens often when the bfg hits the wall behind you kills you, even if u r far away of it.
Example, i stood in the hallway at bridge to rail, was looking to rl, someone fired a bfg, and i made a nadejump backward, and i was close to get out at the lower floor (unter the bridge). When i was nearly out of the hallway (lets say last 4 stairs). the bfg hit the curve and i was hit by the end of the splah, and died. In 1.03 I would have lost maybe just 1/3 of my health, here i was dead, even i had 300 health and 50 armor.
another thing is, if u place a bfg directly in front of the feets of your enemy, like i am used to since i play, the enemy doesnt even get a real damage, even if the enemy is completly in the splashfonaine.
i totally agree the bfg if too strong and when iam behind the wall that shoot kills me but when shoot a bfg intro the feet from enemy he doesnt is dead, how that work dunno. and i think the lg is stronger as old plus one...
wrote:ImpreZivE wrote:wrote:I think that bfg explosion is too ''big''....someone shot's ''10m'' behind me I am dead....several people already complained on beer server about this. Can the blast radius be smaller?Totally igree
It is not like that, that the splash-radius is too big, it is more like that, that the splash is too strong.
It happens often when the bfg hits the wall behind you kills you, even if u r far away of it.
Example, i stood in the hallway at bridge to rail, was looking to rl, someone fired a bfg, and i made a nadejump backward, and i was close to get out at the lower floor (unter the bridge). When i was nearly out of the hallway (lets say last 4 stairs). the bfg hit the curve and i was hit by the end of the splah, and died. In 1.03 I would have lost maybe just 1/3 of my health, here i was dead, even i had 300 health and 50 armor.
another thing is, if u place a bfg directly in front of the feets of your enemy, like i am used to since i play, the enemy doesnt even get a real damage, even if the enemy is completly in the splashfonaine.
i totally agree the bfg if too strong and when iam behind the wall that shoot kills me but when shoot a bfg intro the feet from enemy he doesnt is dead, how that work dunno. and i think the lg is stronger as old plus one...
F1
Bfg definately needs tweaking - someone shoots a bfg and it misses, yet the nade splash kills me 2 seconds later.. crap
GL - Shouldnt be Instant kill really.