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Game mode random gun

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Date Editor Before After
6/29/2024 9:07:35 AMAUrankSmokeDragon before revert after revert
6/29/2024 9:06:01 AMAUrankSmokeDragon before revert after revert
6/29/2024 9:04:10 AMAUrankSmokeDragon before revert after revert
6/29/2024 9:03:25 AMAUrankSmokeDragon before revert after revert
6/29/2024 8:15:51 AMAUrankSmokeDragon before revert after revert
6/29/2024 8:13:16 AMAUrankSmokeDragon before revert after revert
Before After
1 does this look better? 1 does this look better?
2 [spoiler] 2 [spoiler]
3 {{{ 3 {{{
4 local function grp(minp, maxp) 4 local function grp(minp, maxp)
5 local mid = (minp + maxp) / 2 5 local mid = (minp + maxp) / 2
6 local range = maxp - minp 6 local range = maxp - minp
7 local perc = mid + math.random() * (range / 2) * (math.random() < 0.5 and -1 or 1) 7 local perc = mid + math.random() * (range / 2) * (math.random() < 0.5 and -1 or 1)
8 return perc / 100 8 return perc / 100
9 end 9 end
10 for name, ud in pairs(UnitDefs) do 10 for name, ud in pairs(UnitDefs) do
11 if ud.weapondefs then 11 if ud.weapondefs then
12 for _, wd in pairs(ud.weapondefs) do 12 for _, wd in pairs(ud.weapondefs) do
13 for key, value in pairs(wd) do 13 for key, value in pairs(wd) do
14 if type(value) == "number" and value > 1 then 14 if type(value) == "number" and value > 1 then
15 local minp = 25 15 local minp = 25
16 local maxp = 400 16 local maxp = 400
17 local rp = grp(minp, maxp) 17 local rp = grp(minp, maxp)
18 wd[key] = math.floor(value * rp) 18 wd[key] = math.floor(value * rp)
19 end 19 end
20 end 20 end
21 end 21 end
22 end 22 end
23 end 23 end
24 }}} 24 }}}
25 [/spoiler] 25 [/spoiler]
26 im going to store things here but i need to go out so when i get back ill finish the list and add special case code for colors so that you can get purple beams on mace =P: 26 im going to store things here but i need to go out so when i get back ill finish the list and add special case code for colors so that you can get purple beams on mace =P
27 \n
28 i had a bit of extra time so i pushed an update to check if a value was over 1.. this should drasticaly reduce crashes until i can finish the whitelist
27 \n 29 \n
28 [spoiler] 30 [spoiler]
29 \n 31 \n
30 {{{ 32 {{{
31 fireStarter 33 fireStarter
32 impulseBoost 34 impulseBoost
33 impulseFactor 35 impulseFactor
34 laserFlareSize 36 laserFlareSize
35 range 37 range
36 reloadtime 38 reloadtime
37 thickness 39 thickness
38 tileLength 40 tileLength
39 tolerance 41 tolerance
40 weaponVelocity 42 weaponVelocity
41 flightTime 43 flightTime
42 startVelocity 44 startVelocity
43 turnRate 45 turnRate
44 areaOfEffect 46 areaOfEffect
45 craterBoost 47 craterBoost
46 craterMult 48 craterMult
47 light_radius 49 light_radius
48 weaponAcceleration 50 weaponAcceleration
49 explosionSpeed 51 explosionSpeed
50 lups_explodelife 52 lups_explodelife
51 lups_explodespeed 53 lups_explodespeed
52 timeslow_damagefactor 54 timeslow_damagefactor
53 timeslow_overslow_frames 55 timeslow_overslow_frames
54 sightDistance 56 sightDistance
55 sonarDistance 57 sonarDistance
56 speed 58 speed
57 turnRate 59 turnRate
58 workerTime 60 workerTime
59 metalCost 61 metalCost
60 minCloakDistance 62 minCloakDistance
61 health 63 health
62 jump_range 64 jump_range
63 jump_height 65 jump_height
64 jump_speed 66 jump_speed
65 jump_reload 67 jump_reload
66 acceleration 68 acceleration
67 brakeRate 69 brakeRate
68 default 70 default
69 projectiles 71 projectiles
70 amph_regen 72 amph_regen
71 myGravity 73 myGravity
72 size 74 size
73 sizeDecay 75 sizeDecay
74 duration 76 duration
75 accuracy 77 accuracy
76 timeslow_damagefactor 78 timeslow_damagefactor
77 area_damage_radius 79 area_damage_radius
78 area_damage_dps 80 area_damage_dps
79 area_damage_duration 81 area_damage_duration
80 area_damage_height_max 82 area_damage_height_max
81 area_damage_height_int 83 area_damage_height_int
82 area_damage_height_reduce 84 area_damage_height_reduce
83 \n 85 \n
84 edgeEffectiveness 0-1 86 edgeEffectiveness 0-1
85 area_damage_range_falloff 0-1 87 area_damage_range_falloff 0-1
86 area_damage_time_falloff 0-1 88 area_damage_time_falloff 0-1
87 intensity 0-1 89 intensity 0-1
88 }}} 90 }}}
89 \n 91 \n
90 [/spoiler] 92 [/spoiler]