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Commit e7ad08b

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Minor fixes and balancing
1 parent f6388df commit e7ad08b

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14 files changed

+157
-73
lines changed

14 files changed

+157
-73
lines changed

Base.rte/AI/HumanBehaviors.lua

Lines changed: 7 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -2115,10 +2115,12 @@ function HumanBehaviors.GoProne(AI, Owner, TargetPos, targetID)
21152115
end
21162116

21172117
AI.proneState = AHuman.PRONE
2118-
if Dist.X > 0 then
2119-
AI.lateralMoveState = Actor.LAT_RIGHT
2120-
else
2121-
AI.lateralMoveState = Actor.LAT_LEFT
2118+
if not Owner.EquippedBGItem then
2119+
if Dist.X > 0 then
2120+
AI.lateralMoveState = Actor.LAT_RIGHT
2121+
else
2122+
AI.lateralMoveState = Actor.LAT_LEFT
2123+
end
21222124
end
21232125

21242126
return true
@@ -2836,7 +2838,7 @@ function HumanBehaviors.AttackTarget(AI, Owner, Abort)
28362838
local startPos = Vector(Owner.EyePos.X, Owner.EyePos.Y)
28372839

28382840
if Owner:EquipDeviceInGroup("Tools - Diggers", true) or Owner:EquipDeviceInGroup("Weapons - Melee", true) then
2839-
meleeDist = Owner.Radius + 25
2841+
meleeDist = Owner.IndividualRadius + 25
28402842
startPos = Vector(Owner.EquippedItem.Pos.X, Owner.EquippedItem.Pos.Y)
28412843
elseif Owner.armSway then
28422844
local arm = Owner.FGArm or Owner.BGArm

Base.rte/AI/RocketAI.lua

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ function Create(self)
1515

1616
self.DeliveryState = ACraft.FALL;
1717
self.LastAIMode = Actor.AIMODE_NONE;
18-
self.groundDist = self.Radius / 1.35;
18+
self.groundDist = self.Radius/1.35;
1919

2020
self.LZpos = SceneMan:MovePointToGround(self.Pos, self.groundDist, 9);
2121
self.velIntegrator = 0;
@@ -85,7 +85,7 @@ function UpdateAI(self)
8585

8686
-- Reset StableTimer if not in a stable and upright state
8787
self.velIntegrator = self.velIntegrator * 0.8 + self.Vel.Magnitude * 0.2;
88-
if self.velIntegrator > 3 or math.abs(self.AngularVel) > 0.75 then
88+
if self.velIntegrator > 5 or math.abs(self.AngularVel) > 1 then
8989
self.StableTimer:Reset();
9090
else
9191
self.LZpos.X = self.Pos.X;
@@ -107,7 +107,7 @@ function UpdateAI(self)
107107
if self.ObstacleTimer:IsPastSimTimeLimit() then
108108
self.ObstacleTimer:Reset();
109109

110-
local Trace = Vector(self.Vel.X+RangeRand(-1, 1), math.max(self.Vel.Y, 2)) * 40;
110+
local Trace = Vector(self.Vel.X + RangeRand(-1, 1), math.max(self.Vel.Y, 2)) * 40;
111111
local obstID = SceneMan:CastMORay(self.Pos, Trace, self.ID, self.IgnoresWhichTeam, 0, false, 5);
112112
if obstID ~= rte.NoMOID then
113113
local MO = MovableMan:GetMOFromID(MovableMan:GetRootMOID(obstID));
@@ -161,7 +161,7 @@ function UpdateAI(self)
161161
self:CloseHatch();
162162
end
163163
end
164-
elseif self.StableTimer:IsPastSimMS(400) and self.HatchState == ACraft.CLOSED then
164+
elseif self.StableTimer:IsPastSimMS(300) and self.HatchState == ACraft.CLOSED then
165165
self:OpenHatch();
166166
self.DoorTimer:Reset();
167167
end
@@ -170,7 +170,7 @@ function UpdateAI(self)
170170
if self.ObstacleTimer:IsPastSimTimeLimit() then
171171
self.ObstacleTimer:Reset();
172172

173-
local Trace = Vector(self.Vel.X+RangeRand(-1, 1), math.min(self.Vel.Y, -1)) * 50;
173+
local Trace = Vector(self.Vel.X + RangeRand(-1, 1), math.min(self.Vel.Y, -1)) * 50;
174174
local obstID = SceneMan:CastMORay(self.Pos, Trace, self.ID, self.IgnoresWhichTeam, 0, false, 5);
175175
if obstID ~= rte.NoMOID then
176176
local MO = MovableMan:GetMOFromID(MovableMan:GetRootMOID(obstID));
@@ -199,7 +199,7 @@ function UpdateAI(self)
199199
self.Ctrl:SetState(Controller.MOVE_UP, true); -- Don't burst when returning to orbit
200200
else
201201
if change > 11 and not self.burstUp then
202-
self.burstUp = math.max(15 - change, 4); -- Wait n frames until next burst (lower -> better control)
202+
self.burstUp = math.max(16 - change, 2); -- Wait n frames until next burst (lower -> better control)
203203
elseif change < -20 then
204204
self.burstUp = nil;
205205
self.Ctrl:SetState(Controller.MOVE_DOWN, true);
@@ -216,23 +216,23 @@ function UpdateAI(self)
216216
local targetAng = 0;
217217
if self.Vel.Y > 0 then
218218
if change < -4 then
219-
targetAng = -math.max(change / 40, -0.5);
219+
targetAng = -math.max(change/40, -0.5);
220220
elseif change > 4 then
221-
targetAng = -math.min(change / 40, 0.5);
221+
targetAng = -math.min(change/40, 0.5);
222222
end
223223
else
224224
if change > 4 then
225-
targetAng = -math.max(change / 40, -0.5);
225+
targetAng = -math.max(change/40, -0.5);
226226
elseif change < -4 then
227-
targetAng = -math.min(change / 40, 0.5);
227+
targetAng = -math.min(change/40, 0.5);
228228
end
229229
end
230230

231231
-- Control angle
232232
change = self.AngPID:Update(self.RotAngle + self.AngularVel, targetAng);
233233
-- Don't burst side thrusters from minimal tilt
234-
local tilted = math.floor(math.abs(self.RotAngle) + 0.8);
235-
if tilted ~= 0 then
234+
local tilted = math.floor(math.abs(self.RotAngle) + 0.9);
235+
if tilted ~= 0 then
236236
if change > 1.1 and not self.burstRight then
237237
self.burstRight = math.max(5 - change, 2); -- Wait n frames until next burst (lower -> better control)
238238
elseif change < -1.1 and not self.burstLeft then
@@ -265,7 +265,7 @@ function UpdateAI(self)
265265
self.burstUp = self.burstUp - 1;
266266
if self.burstUp < 0 then
267267
self.Ctrl:SetState(Controller.MOVE_UP, true);
268-
if self.burstUp < -12 then
268+
if self.burstUp < -16 then
269269
self.burstUp = nil;
270270
end
271271
end

Base.rte/AtomGroups.ini

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -270,14 +270,14 @@ AddActor = AtomGroup
270270
TrailLength = 0
271271
AddAtom = Atom
272272
Offset = Vector
273-
X = -2
273+
X = -1
274274
Y = 0
275275
Material = Material
276276
CopyOf = Rubber
277277
TrailLength = 0
278278
AddAtom = Atom
279279
Offset = Vector
280-
X = -1
280+
X = 0
281281
Y = 0
282282
Material = Material
283283
CopyOf = Rubber

Base.rte/Devices/Explosives/NapalmBomb/NapalmBomb.ini

Lines changed: 13 additions & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -144,7 +144,7 @@ AddDevice = TDExplosive
144144
CopyOf = Dent Metal
145145
ExitWound = AEmitter
146146
CopyOf = Dent Metal
147-
GoldValue = 50
147+
GoldValue = 60
148148
AtomGroup = AtomGroup
149149
AutoGenerate = 1
150150
Material = Material
@@ -196,30 +196,19 @@ AddDevice = TDExplosive
196196
AddGib = Gib
197197
GibParticle = MOPixel
198198
CopyOf = Glow Explosion Huge
199-
Spread = 2.25
200-
MaxVelocity = 0.1
201-
MinVelocity = 0
202-
InheritsVel = 0
203-
AddGib = Gib
204-
GibParticle = MOPixel
205-
CopyOf = Grenade Fragment Gray
206-
Count = 10
207-
Spread = 3.1
208-
MinVelocity = 80
209-
MaxVelocity = 70
199+
MaxVelocity = 1
210200
AddGib = Gib
211201
GibParticle = MOPixel
212202
CopyOf = Grenade Fragment Yellow
213203
Count = 20
214-
Spread = 3.1
215-
MinVelocity = 80
216-
MaxVelocity = 70
204+
MinVelocity = 70
205+
MaxVelocity = 80
217206
InheritsVel = 0
218207
AddGib = Gib
219208
GibParticle = MOPixel
220209
CopyOf = Air Blast
221-
Count = 40
222-
MinVelocity = 50
210+
Count = 50
211+
MinVelocity = 40
223212
MaxVelocity = 60
224213
InheritsVel = 0
225214
AddGib = Gib
@@ -229,6 +218,13 @@ AddDevice = TDExplosive
229218
MinVelocity = 20
230219
MaxVelocity = 40
231220
LifeVariation = 0.50
221+
AddGib = Gib
222+
GibParticle = MOPixel
223+
CopyOf = Fire Burn Particle
224+
Count = 40
225+
MinVelocity = 35
226+
MaxVelocity = 70
227+
InheritsVel = 0
232228
AddGib = Gib
233229
GibParticle = PEmitter
234230
CopyOf = Flame 2 Hurt

Base.rte/Devices/Explosives/StandardBomb/StandardBomb.ini

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ AddDevice = TDExplosive
2222
CopyOf = Dent Metal
2323
ExitWound = AEmitter
2424
CopyOf = Dent Metal
25-
GoldValue = 30
25+
GoldValue = 40
2626
AtomGroup = AtomGroup
2727
AutoGenerate = 1
2828
Material = Material
@@ -62,12 +62,12 @@ AddDevice = TDExplosive
6262
ActivatesWhenReleased = 1
6363
AddGib = Gib
6464
GibParticle = MOSParticle
65-
CopyOf = Gib Metal Grey Tiny A
66-
Count = 5
65+
CopyOf = Gib Military Tiny A
66+
Count = 2
6767
AddGib = Gib
6868
GibParticle = MOSParticle
69-
CopyOf = Gib Metal Grey Micro A
70-
Count = 5
69+
CopyOf = Gib Military Micro A
70+
Count = 3
7171
AddGib = Gib
7272
GibParticle = MOPixel
7373
CopyOf = Glow Explosion Huge
@@ -108,32 +108,32 @@ AddDevice = TDExplosive
108108
GibParticle = MOPixel
109109
CopyOf = Grenade Fragment Gray
110110
Count = 25
111-
MinVelocity = 40
112-
MaxVelocity = 80
111+
MinVelocity = 50
112+
MaxVelocity = 100
113113
LifeVariation = 0.20
114114
InheritsVel = 0
115115
AddGib = Gib
116116
GibParticle = MOPixel
117117
CopyOf = Grenade Fragment Yellow
118118
Count = 25
119-
MinVelocity = 40
120-
MaxVelocity = 80
119+
MinVelocity = 50
120+
MaxVelocity = 100
121121
LifeVariation = 0.20
122122
InheritsVel = 0
123123
AddGib = Gib
124124
GibParticle = MOPixel
125125
CopyOf = Grenade Fragment Scripted
126126
Count = 25
127-
MinVelocity = 40
128-
MaxVelocity = 80
127+
MinVelocity = 50
128+
MaxVelocity = 100
129129
LifeVariation = 0.20
130130
InheritsVel = 0
131131
AddGib = Gib
132132
GibParticle = MOPixel
133133
CopyOf = Air Blast
134-
Count = 50
135-
MinVelocity = 50
136-
MaxVelocity = 60
134+
Count = 75
135+
MinVelocity = 60
136+
MaxVelocity = 80
137137
InheritsVel = 0
138138
AddGib = Gib
139139
GibParticle = MOPixel

Base.rte/Devices/Shields/RiotShield/RiotShield.ini

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -138,10 +138,10 @@ Offsets for FG arm
138138
*/
139139
StanceOffset = Vector
140140
X = 8
141-
Y = 2
141+
Y = -1
142142
SharpStanceOffset = Vector
143-
X = 10
144-
Y = 1
143+
X = 9
144+
Y = -2
145145
SupportOffset = Vector
146146
X = -5
147147
Y = 4

Base.rte/Devices/Tools/Constructor/Constructor.lua

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -292,7 +292,7 @@ function Update(self)
292292
self.toAutoBuild = false;
293293
end
294294
local mode = self:GetNumberValue("BuildMode");
295-
if mode == 0 then
295+
if mode == 0 and not self.cursor then
296296
-- activation
297297
if ctrl:IsState(Controller.WEAPON_FIRE) then
298298

Browncoats.rte/Devices/Weapons/Heatlance/Heatlance.lua

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,8 @@ function Update(self)
1919
if parent and IsActor(parent) then
2020
parent = ToActor(parent);
2121
local parentDimensions = Vector(ToMOSprite(parent):GetSpriteWidth(), ToMOSprite(parent):GetSpriteHeight());
22-
self.Magazine.Pos = parent.Pos + Vector(-(parentDimensions.X - ToMOSprite(self.Magazine):GetSpriteWidth()) * 0.7 * parent.FlipFactor, - parentDimensions.Y * 0.3);
22+
local magDimensions = Vector(self.Magazine:GetSpriteWidth(), self.Magazine:GetSpriteHeight());
23+
self.Magazine.Pos = parent.Pos + Vector(-(parentDimensions.X + magDimensions.X) * 0.4 * parent.FlipFactor, -(parentDimensions.Y + magDimensions.Y) * 0.2):RadRotate(parent.RotAngle);
2324
self.Magazine.RotAngle = parent.RotAngle;
2425
end
2526
end

Coalition.rte/Actors/Infantry/CoalitionLight/CoalitionLight.ini

Lines changed: 0 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -472,56 +472,42 @@ AddActor = Leg
472472
Offset = Vector
473473
X = 0
474474
Y = -3
475-
Count = 1
476-
Spread = 0
477475
AddGib = Gib
478476
GibParticle = MOSRotating
479477
CopyOf = Coalition Soldier Misc Gib B
480478
Offset = Vector
481479
X = -3
482480
Y = 0
483-
Count = 1
484-
Spread = 0
485481
AddGib = Gib
486482
GibParticle = MOSRotating
487483
CopyOf = Coalition Soldier Misc Gib C
488484
Offset = Vector
489485
X = 5
490486
Y = -1
491-
Count = 1
492-
Spread = 0
493487
AddGib = Gib
494488
GibParticle = MOSParticle
495489
CopyOf = Gib Flesh Micro A
496490
Offset = Vector
497491
X = 1
498492
Y = -1
499-
Count = 1
500-
Spread = 0
501493
AddGib = Gib
502494
GibParticle = MOSParticle
503495
CopyOf = Gib Flesh Micro A
504496
Offset = Vector
505497
X = -3
506498
Y = -4
507-
Count = 1
508-
Spread = 0
509499
AddGib = Gib
510500
GibParticle = MOSParticle
511501
CopyOf = Gib Panel White Micro A
512502
Offset = Vector
513503
X = 3
514504
Y = -5
515-
Count = 1
516-
Spread = 0
517505
AddGib = Gib
518506
GibParticle = MOSParticle
519507
CopyOf = Gib Flesh Tiny A
520508
Offset = Vector
521509
X = 4
522510
Y = -4
523-
Count = 1
524-
Spread = 0
525511
GibImpulseLimit = 320
526512
GibWoundLimit = 8
527513
GibSound = SoundContainer

Ronin.rte/Actors/Brains/Commander/RoninCommander.ini

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -76,7 +76,7 @@ AddActor = AHuman
7676
AimDistance = 30
7777
Perceptiveness = 1
7878
CharHeight = 100
79-
SharpAimDelay = 1
79+
SharpAimDelay = 100
8080
ThrowPrepTime = 750
8181
HolsterOffset = Vector
8282
X = -6
@@ -112,6 +112,7 @@ AddActor = AHuman
112112
ParentOffset = Vector
113113
X = -1
114114
Y = -5
115+
FGArmFlailScalar = -0.15
115116
BGArm = Arm
116117
CopyOf = Ronin Soldier Arm BG A
117118
PresetName = Ronin Commander Arm BG A
@@ -121,7 +122,7 @@ AddActor = AHuman
121122
ParentOffset = Vector
122123
X = 4
123124
Y = -7
124-
BGArmFlailScalar = 0.25
125+
BGArmFlailScalar = 0.3
125126
FGLeg = Leg
126127
CopyOf = Ronin Soldier Leg FG A
127128
PresetName = Ronin Commander Leg FG A

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