// PLAYER HORNET
// Up to this point, player hornet damage and monster hornet damage were both using
// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
gSkillData.plrDmgHornet = 7;This means the player's hornet deals 7 points of damage.
gSkillData.plrDmgHornet = GetSkillCvar("sk_plr_hornet");What this does is, it tells the game to retrieve the value of a command called sk_plr_hornet.
// TripmineSome console variables (cvars) need to be added for this mod.
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
// WORLD WEAPONS
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
// TripmineLastly, in the same file around line 370
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
// HORNET PLAYER
CVAR_REGISTER( &sk_plr_hornet1 );// {"sk_plr_hornet1","0"};
CVAR_REGISTER( &sk_plr_hornet2 );// {"sk_plr_hornet2","0"}; // here are the three additions.
CVAR_REGISTER( &sk_plr_hornet3 );// {"sk_plr_hornet3","0"};
// WORLD WEAPONS
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
// TripmineSimilar steps to above should be done here,namely adding 3 cvars which correspond with the various difficulties.
cvar_t sk_plr_tripmine1 = {"sk_plr_tripmine1","0"};
cvar_t sk_plr_tripmine2 = {"sk_plr_tripmine2","0"};
cvar_t sk_plr_tripmine3 = {"sk_plr_tripmine3","0"};
// Player Hornet0 is used here because as it would be logical to want the hornet to deal no damage if there are no entries for it in the skill.cfg file.
cvar_t sk_plr_hornet1 = { "sk_plr_hornet1","0" };
cvar_t sk_plr_hornet2 = { "sk_plr_hornet2","0" };
cvar_t sk_plr_hornet3 = { "sk_plr_hornet3","0" };
// Player HornetNow, 7 was the hardcoded value, but this one can be anything you want. Just, if you're making a mod others will play, make it balanced. Or not.
sk_plr_hornet1 "7"
sk_plr_hornet2 "7"
sk_plr_hornet3 "7"
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