So many changes! Barring unexpected bugfixes, this is intended to be the final version.
Download:
opweapons_v44.pk3
Changes in opweapons_v44.pk3:
- Players' homing projectiles autoaim at only hostile monsters, because
+NOTAUTOAIMED on the player caused monsters to not aim at the player, too. For
this to work in multiplayer,
YOU MUST HAVE +sv_smartaim 3 ON THE SERVER!
- Gave the weapons DoomEd numbers and //$Category.
- Added keybinds for using turrets and teleport.
- Added the following CVars to customise your gameplay experience:
float OPDamage = 1.0; //0.01 - 10.0 Multiplier for damage dealt.
int OPHealth = 10; //1 - 100 Multiplier for player health.
int OPArmor = 10; //1 - 100, but only certain values are allowed.
int OPTurrets = 3; //0 - 5, How many turrets of each kind?
int OPTurretLife = 600; //0 - 900 Life-span of turrets in seconds.
//0 means forever.
bool OPTeleport = True; //Is the teleport allowed?
bool OPSkulltag = False; //Do OPWeapons need to replace Skulltag weapons?
int OPRedGhost = 12; //0 - 100 Percent chance of Red Ghost appearing instead
//of white ghost.
bool OPPistolStart = False; //If True, each map will be a fresh pistol,start.
bool OPInvul = True; //Replaces Invulnerability with OPInvulnerability
//Setting this to False also removes invul from Megasphere.
bool OPPowerSuit = True; //Replaces the RadSuit with OPPowerDSuit.
//Setting this to False also reduces immunity to\
//slime and drowning to 50%.
bool OPGhostSphere = True; //Replaces BlurSphere with OPGhostSphere.
bool OPAllMap = True; //Replaces AllMap with OPAlllMap, which adds radar.
- A Change to any CVar takes effect on the next map change.
- Changed the Radius of the OPPlasmaBall to match the original PlasmaBall.
- Made turret and ghost health show correctly in OPMonsters version of HPBar.
- Gave powerups a Powerup.Color that is not None, but subtle enough to be only
noticeable when it is ending.\
- Organized DECORATE and .gl files into more organized folders.
- Made the explosions of the BFG alt-fire glow.
- Improved the Unmaker alt-fire's glow.
- Fixed sprite name conflicts with plasma gun, lightning ball, and unmaker ball.
- All weapons have a sound to play when selected.]
- Tried yet again to fix projectiles sometimes living forever.
- Changed how armor pickups work to act more like health pickups.
- The inventory items will no longer rearrange themselves at map change.
- Made the berserk fist invulnerability work in a much more elegant way.
No more spaghetti code.
- The ghost launched by the Magic Powers weapon has a chance to be a red variant
with no projectile attack but with the ability to raise an enemy. This can be
controlled with a CVar.
- Some weapons will be able to foil an enemy's invulnerability.
- Changed the sparsity and duration of rails so you will actually be able to see
them more often.