View Full Version : Painkiller Control
Sheeny
05-12-2004, 07:51 PM
Does anyone know which file controls the amount of health gained from a painkiller?
thekillerwithin
05-12-2004, 08:44 PM
Does anyone know which file controls the amount of health gained from a painkiller?
data\difficulty.txt
you can control the percent health recovered based upon the difficulty level
Sheeny
05-14-2004, 05:01 AM
Thanks alot. http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif This is unrelated, but I don't want to start a new thread for another single question, so, how would one go about changing the damage for a grenade, as it doesn't show up in shooting.h. There's a Particle file somewhere that controls damage caused by effects right? I've seen it before, but I can't seem to find it now that I want to use it....
Joonas
05-14-2004, 08:47 AM
No, no, no. Particle effects are just eye-candy, they do nothing else. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
In the projectiles -folder you'll find BulletGrenade_Player.txt:
[Animation]
Index = PROJECTILEANIM_EXPLODE; Filename = ..\..\weapons\grenade\Grenade_Explode.kf2;
[Properties]
{
[Message] Frame = 0; String = "this->P_AlertEnemies( " C00_HEARINGGROUPONERADIUS " );";
[Message] Frame = 0; String = "this->CAM_AnimateInPlace( explosion );";
[Message] Frame = 0; String = "this->D_CreateDecal( decal_explosion_grenade );";
[Message] Frame = 0; String = "this->A_PlayFloating3DSound( generic, explosion_medium, \"\");";
[Message] Frame = 0; String = "this->PS_StartEffect( explosion_grenade, \"\");";
[Message] Frame = 0; String = "this->P_Explosion( 2.0, 5.0, 110, 20, " DAMAGETYPE_EXPLOSION ", FALSE, FALSE );";
[Message] Frame = 0; String = "this->P_PressureWave( 2, 5, 9, 3 );";
}
In this line...
[Message] Frame = 0; String = "this->P_Explosion( 2.0, 5.0, 110, 20, " DAMAGETYPE_EXPLOSION ", FALSE, FALSE );";
... you have three values, first is the hotspot radius, then the falloff, then hotspot damage and falloff damage. A character standing closer than two metres from the grenade receives 110 hit points of damage.
Sheeny
05-14-2004, 10:15 PM
Damn man. That saved me a lot of looking. Thanks to no end.
Does anyone know if its possible to increase the size of thecrosshair. I've tried manually making another one that's larger as well as several references to crosshair in txt files, but none of them seem to have an effect. Has anyone managed to do this?
Damn man. That saved me a lot of looking. Thanks to no end.
Does anyone know if its possible to increase the size of thecrosshair. I've tried manually making another one that's larger as well as several references to crosshair in txt files, but none of them seem to have an effect. Has anyone managed to do this?
Crosshairs are kf2 models, you have to "model" a new one (a plane with crosshair texture) to make a new one. Perhaps try opening the existing ones in milkshape, scale and export and see if it works.
Sheeny
05-22-2004, 05:49 AM
I've been trying to make the crosshair larger by scaling the kf2 in Milkshape, but I get an error as it loads the level, something about texture animation set "CrosshaitTexture" not being found in the kf2...sounds like a no go, but just in case I thought I'd see if anyone knew anything about Texture Animation sets. http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
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