Commit 92fcaead authored by Sgt.Security's avatar Sgt.Security

TOW range nerf & Salvo ML tweaks.

parent 8b889588
......@@ -1688,19 +1688,19 @@ Vehicle_Weapons
"Damage Type" "Missile"
"Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
"Damage" "36" //damage done by projectile
"Damage" "46" //damage done by projectile
"Speed" "1800" //speed of projectile
"Gravity" "0" //effects of gravity on the projectile, only for projectiles
"Heat" "4" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
"Weight" "60" //weight in terms of effects on engine and weight restrictions for chassis
"Cycle Time" "-0.14" //time between shots; a negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to still determine time between actual shot creation
"Clip Size" "5" //ammo loaded per reloads
"Clip Size" "4" //ammo loaded per reloads
"Total Ammo Clips" "10" //max ammo clips carried (0 is the same as not using clips)
"Unlimited Ammo" "0"
"Reload Time" "3.0" //time to load one clip
"Projectile Spread" "2" //only applicable to machine guns at the moment
"Heat to Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
"Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
"Explosion Radius" "125" //radius of damage sphere to hurt surrounding entities
"Explosion Force" "20" //force of explosion
"Explosion Sprite" "14"
"Muzzle Flash" "muzzle_salvo_ml"
......@@ -1731,19 +1731,19 @@ Vehicle_Weapons
"Damage Type" "Missile"
"Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
"Damage" "35" //damage done by projectile
"Damage" "42" //damage done by projectile
"Speed" "1800" //speed of projectile
"Gravity" "0" //effects of gravity on the projectile, only for projectiles
"Heat" "3.75" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
"Weight" "80" //weight in terms of effects on engine and weight restrictions for chassis
"Cycle Time" "-0.13" //time between shots; a negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to still determine time between actual shot creation
"Clip Size" "6" //ammo loaded per reloads
"Clip Size" "5" //ammo loaded per reloads
"Total Ammo Clips" "10" //max ammo clips carried (0 is the same as not using clips)
"Unlimited Ammo" "0"
"Reload Time" "2.85" //time to load one clip
"Projectile Spread" "1.75" //only applicable to machine guns at the moment
"Heat to Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
"Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
"Explosion Radius" "150" //radius of damage sphere to hurt surrounding entities
"Explosion Force" "20" //force of explosion
"Explosion Sprite" "14"
"Muzzle Flash" "muzzle_salvo_ml"
......@@ -1839,7 +1839,7 @@ Vehicle_Weapons
"Dumb Missile" "0" //'1' if missile flies straight ahead
"Homing Missile" "0" //'1' if missile flies towards locked on target
"Guided Missile" "1" //'1' if missile follows crosshairs after launch
"Missile Range" "6000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Missile Range" "5500" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
"Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
"Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
"Turning Ability" "1.85" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
......
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