Weasel's Mods
Moderator: wildweasel
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
Near-final beta version. I've got all the weapons in, the rocket launcher has been replaced with a mercury cannon (at max level, this weapon acts a lot like the SSG replacement from doomos.wad), and a few miscellaneous balance tweaks have been made. I've tried to make the mass driver feel as powerful as possible, going to the point of temporarily freezing the player when firing to let the recoil take effect (this has the awesome side-effect of stopping the player dead in his tracks when running forward while firing a max-level mass driver).
Everybody, post any issues you can find. (I can't fix the graphics bugs with the mercury gun projectiles, though, so please don't post about that particular issue.)
Near-final beta version. I've got all the weapons in, the rocket launcher has been replaced with a mercury cannon (at max level, this weapon acts a lot like the SSG replacement from doomos.wad), and a few miscellaneous balance tweaks have been made. I've tried to make the mass driver feel as powerful as possible, going to the point of temporarily freezing the player when firing to let the recoil take effect (this has the awesome side-effect of stopping the player dead in his tracks when running forward while firing a max-level mass driver).
Everybody, post any issues you can find. (I can't fix the graphics bugs with the mercury gun projectiles, though, so please don't post about that particular issue.)
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
- DoomRater
- Posts: 397
- Joined: Tue Jul 19, 2005 4:14
- Location: Programmer's Room, talking to Will Harvey
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
That's deliberate: In co-op you can drop caffiene levels for your mates.
Code: Select all
ACTOR CaffieneLevel : Inventory
{
+INVBAR
Inventory.MaxAmount 3
Inventory.Icon STCOFFEE
Inventory.PickupMessage "Caffiene level-up - drop this item to give it to your co-op pals"
States
{
Spawn:
COFE A -1
Stop
}
}