prozac-qfcc/jobs.qh
Bill Currie a365e00b22 <Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00

69 lines
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/*======================================================
JOBS.QC Custom TeamFortress v3.2SB1
(c) William Kerney 2/9/00
(c) SB-1 Tech 25/10/00
========================================================
Functions for handling the custom class professions
======================================================*/
/*
** Chaplan Profession -
** Dispels demons, inspires teammates to do x2 damage, but can't attack himself
** Timer triggers every so often, checking to see if you want to resume inspire
*/
#define GUIDE_TIME 1 //Period of how often lightning guides are shown. Must be less than...
#define CHAPLAN_TIME 1 //Period of seconds how often it fires
#define INSPIRE_TIME 6 //How long someone stays inspired
#define CHAPLAN_RADIUS 320 //About the radius of brightglow
#define CHAPLAN_HEAL 50 //If you have a medikit you'll heal friends this much
#define CHAPLAN_HEAL_DELAY 3 //You can't have been shot in last three seconds to be healed
/*
** Martyr Proficiency -
** Becomes invincible, but dies after a few seconds
*/
#define MARTYR_TIME 3.5
/* Berserker Profession -
** A simple soul that just likes killing things
** Takes 50 self inflicted damage and gets Quad for 5 seconds
** If he can't pay up with the 50 health he gets reduced to 1 and dies after his 5 seconds
*/
// now takes BERSERKER_HP_COST hp
#define BERSERK_TIME 4
/*
** Judoka Profession -
** Disarms opponents so they cannot attack
*/
//This is guaranteed to be removed if either target or owner dies or disconnects
//So we don't have to do error checking on those situations
//Four special cases, Rifle, Medikit, AC and Grapple, have side effects
// when you remove them. Need special cases to handle their theft
#define DISARM_TIME 20
#define CANT_ATTACK_TIME 3
#define HIT_DELAY 8
#define MISS_DELAY 3
/*
** Guerilla Profession -
** Can set self-detonating land mines
*/
#define ACTIVATE_TIME 8 //Time until it turns on //- it was 3? prolly 10
#define BEEP_RATE 4 //Delay between beeps //- it was 3
#define MINE_DURATION 360 //Time it lasts after being activated //- it was 60 ofn
#define JOB_DELAY 4 //Time between mine placements //- it was 10
#define GUERILLA_RADIUS 135 //-it was 150 without define
#define MINE_COST 4 // OfN number of rockets a mine needs
//#define MAX_MINES 4 // OfN Maximum number of mines for player NOW A LOCALINFO
#define NOHIDE_TIME 8
#define EXPOSURE_NOHIDE_TIME 20
#define EXPOSURE_NORELOAD_TIME 7
#define FULLH_NORELOAD_TIME 1.5