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Post Posted: 08 Nov 2017, 00:42
Post Posted: 08 Nov 2017, 06:14
Post Posted: 08 Nov 2017, 14:54
Post Posted: 08 Nov 2017, 15:30
UBerserker wrote:Skaarj Fiends are supposed to be strongest Skaarj Warrior ground units.
You might want to have always only one Charger in every difficulty.
A better clue about where the weapon stash is located - it's one of those red crates and I'm sure I saw more than one in the level (there are two in front of the arena entrance).
When the Demon forces come, I'm assuming Seraphim would figure that out and at least alert you that a squad with their commander is coming, through on-screen message.
Like it's pretty weird that you need a weapon like the Tachyon to blast a bunch of wooden doors to begin with
Post Posted: 15 Nov 2017, 00:42
Post Posted: 17 Nov 2017, 07:05
Post Posted: 22 Nov 2017, 13:15
Post Posted: 26 Nov 2017, 04:10
Post Posted: 27 Nov 2017, 15:13
Post Posted: 27 Nov 2017, 23:50
Post Posted: 04 Dec 2017, 05:57
Post Posted: 05 Dec 2017, 07:52
Post Posted: 05 Dec 2017, 18:05
Post Posted: 11 Dec 2017, 01:32
Post Posted: 19 Dec 2017, 04:30
Code: Select all
function TakeDamage( int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, name damageType){ local rotator HitDirection; Super.TakeDamage( Damage, instigatedBy, HitLocation, Momentum, damageType ); if( bPauseDamage || instigatedBy==Self ) return; else if( DamageType=='Pulsed' ) { bSuperSplode = False; if( FRand() < 0.25 ) Damage *= randrange(1.25, 1.5); } else if( DamageType=='Jolted' ) { bSuperSplode = True; Damage *= 2; } else return; bPauseDamage = True; SetMTimer(0.05, False, 0); // Helps prevent runaway loop chain reactions HitDirection = rotator(HitLocation - Location); MinimalSplurt( HitLocation + VRand() * 5, HitDirection ); // is this it? causing latest victim to be instigator, claim kills of the joltcharger in DeathMatch if( instigatedBy!=None ) Instigator = instigatedBy; // end suspected line JoltHealth -= Damage; if( JoltHealth<=0 ) { JoltHealth = StartingJoltHealth; JoltSplurt( HitLocation + VRand() * 10, HitDirection ); }}
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