[WIP]Tremulous Unit Stats - A spreadsheet

So I’d like a list of all the stats ingame, Human or Alien of units and structures. I’m not trust level 3, so could an admin make this post a wiki(if they can?) I got most of these stats from the official Tremulous wiki (It’s down as of now so you need to use the wayback machine to view it Here

Also I realized tremulous.h could be used to make this. I’m currently using the grangerpub/club tremulous.h

So let’s begin

[color=red]Alien Unit Template:[/color]

[u]*Name*[/u]
Stage: Self explanatory
HP: Self explanatory
Price: Self explanatory
Damage: Damage (per hit)
Range: Range required for an attack to deal damage as defined in the tremulous.h
Projectile Speed: as defined in tremulous.h
Attack Speed: Attack cooldown time in seconds
Notes - (If there is a red “&” sign next to an alien, [It should appear like “&(1-3)” for example]it means that it is an apex class. What this means is that alien evolution effectively stops if you upgrade to that class at those stages. For example, &(1-2) means “This class is an ‘end class’ for stages 1 and 2”)

[color=red]Aliens:[/color]

Granger
Stage: 1
HP: 50
Price: 0
Damage: None
Range: N/A
Attack Speed: N/A

Advanced Granger
Stage: 2
HP: 75
Price: 0
Damage: Slash=20, Spit=4
Range: Slash=64, Spit=Long
Projectile Speed:
Attack Speed: Slash=1s, Spit=1s

Dretch
Stage:1
HP: 25
Price: 0
DPS: Bite=36 (48 if head)
Range: 64
Attack Speed: Bite=0.5s

Basilisk
Stage: 1
HP: 75
Price: 1
Damage: Slash=32
Range: Melee
Attack Speed: Slash=0.6s

Advanced Basilisk
Stage: 2
HP: 100
Price: 2
DPS: Slash=64, Gas=4
Range: Slash=96f, Gas=200f
Attack Speed: Slash=0.6, Gas=2s

Marauder
Stage: 1
HP: 150
Price: 2
Damage: Bite=40
Range: Bite=96f
Attack Speed: 0.5s

Advanced Marauder
Stage: 2
HP: 175
Price: 3
Damage: 40=Bite, 80=Zap
Range: Melee=Bite, 25ft/7.62m=Zap
Attack Speed: 0.4s=Bite, 1.5s=Zap

[color=red]&(1-2)[/color]Dragoon
Stage: 1
HP: 200
Price: 3
Damage: Bite=80, Pounce=100
Range: Bite=96f, Pounce=72f
Attack Speed: Bite=0.7s, Pounce max charge=0.7s

Advanced Dragoon
Stage: 3
HP: 250
Price: 4
Damage: Bite=80, Pounce=100, Barb=110
Range: Bite=96f, Pounce=72f, Barb=Direct hit
Attack Speed: Bite=0.7s, Pounce max charge=0.7s, Barb=1s

[color=red]&(3)[/color]Tyrant
Passive ability: Regen x2
Stage: 3
HP: 450
Price: 5
Damage: Slash=100, Trample=110
Range: Slash=128f, Trample=Impact, Regen aura=200f
Attack Speed: Slash=0.75s, Trample max charge=1.5s, Trample=1s

[color=red]Alien Buildables[/color]

Alien Buildables Template
Stage: Stage of the game when the structure is available
HP: Health of the buildable
BP: Build point cost
BT: Build time
Regen: Health regen per second
Damage: If the buildable is capable of dealing damage, this is the amount in HP that is dealt (per hit.)
Range: Range of the buildable’s attack (If applicable)
Splashdamage: Amount of damage dealt to humans on death of structure.
Splashrange: The amount of range the “Splashdamage” attack has.

Egg
Stage: 1
HP: 250
BP: 10
BT: 15000
Regen: 8
Splashdamage: 50
Splashrange: 50

Barricade
HP: 200
BP: 10
BT: 20000
Regen: 14
Splashdamage: 50
Splashrange: 50

(Still WIP, please feel free to contribute. Admins, please make this post a wiki.)

3 Likes

Attack speed should be replaced with Attack delay, got confused for a moment comparing basi and adv basi.

Additionally the DPS calculation is including attack speed? Or should that be base damage?

2 Likes

we need H stats

I should note that is looks like you are putting together the game play stats for 1.1 vanilla only. There are many game play stats of gpp vanilla that are very different, and swirl has major difference from both (most of which can be found in this work in progress tremulous.h topic for swirl: GrangerHub Forum - Tremulous Forums , but that will be changing a lot as swirl is still under heavy development ).

Yeah, like the playerbase stats being 0.

2 Likes

Says WIP for a reason

To be fair, you’ve only indicated that its WIP at the very bottom of your post so I can’t blame Bluefire (as I probably would’ve made the same mistake). I recommend indicating that in the thread title to avoid confusion.

1 Like

[details=Have fun.]

[quote=1.1 g_tremulous.h file]/*

  • ALIEN weapons
  • _REPEAT - time in msec until the weapon can be used again
  • _DMG - amount of damage the weapon does
  • ALIEN_WDMG_MODIFIER - overall damage modifier for coarse tuning

*/

#define ALIEN_WDMG_MODIFIER 1.0f
#define ADM(d) ((int)((float)d*ALIEN_WDMG_MODIFIER))

#define ABUILDER_BUILD_REPEAT 500
#define ABUILDER_CLAW_DMG ADM(20)
#define ABUILDER_CLAW_RANGE 64.0f
#define ABUILDER_CLAW_WIDTH 4.0f
#define ABUILDER_CLAW_REPEAT 1000
#define ABUILDER_CLAW_K_SCALE 1.0f
#define ABUILDER_BASE_DELAY 17000
#define ABUILDER_ADV_DELAY 12000
#define ABUILDER_BLOB_DMG ADM(4)
#define ABUILDER_BLOB_REPEAT 1000
#define ABUILDER_BLOB_SPEED 800.0f
#define ABUILDER_BLOB_SPEED_MOD 0.5f
#define ABUILDER_BLOB_TIME 5000

#define LEVEL0_BITE_DMG ADM(48)
#define LEVEL0_BITE_RANGE 64.0f
#define LEVEL0_BITE_WIDTH 6.0f
#define LEVEL0_BITE_REPEAT 500
#define LEVEL0_BITE_K_SCALE 1.0f

#define LEVEL1_CLAW_DMG ADM(32)
#define LEVEL1_CLAW_RANGE 96.0f
#define LEVEL1_CLAW_WIDTH 10.0f
#define LEVEL1_CLAW_REPEAT 600
#define LEVEL1_CLAW_U_REPEAT 500
#define LEVEL1_CLAW_K_SCALE 1.0f
#define LEVEL1_CLAW_U_K_SCALE 1.0f
#define LEVEL1_GRAB_RANGE 64.0f
#define LEVEL1_GRAB_TIME 300
#define LEVEL1_GRAB_U_TIME 450
#define LEVEL1_PCLOUD_DMG ADM(4)
#define LEVEL1_PCLOUD_RANGE 200.0f
#define LEVEL1_PCLOUD_REPEAT 2000
#define LEVEL1_PCLOUD_TIME 10000

#define LEVEL2_CLAW_DMG ADM(40)
#define LEVEL2_CLAW_RANGE 96.0f
#define LEVEL2_CLAW_WIDTH 12.0f
#define LEVEL2_CLAW_REPEAT 500
#define LEVEL2_CLAW_K_SCALE 1.0f
#define LEVEL2_CLAW_U_REPEAT 400
#define LEVEL2_CLAW_U_K_SCALE 1.0f
#define LEVEL2_AREAZAP_DMG ADM(80)
#define LEVEL2_AREAZAP_RANGE 200.0f
#define LEVEL2_AREAZAP_WIDTH 15.0f
#define LEVEL2_AREAZAP_REPEAT 1500
#define LEVEL2_AREAZAP_TIME 1000
#define LEVEL2_AREAZAP_MAX_TARGETS 3
#define LEVEL2_WALLJUMP_MAXSPEED 1000.0f

#define LEVEL3_CLAW_DMG ADM(80)
#define LEVEL3_CLAW_RANGE 96.0f
#define LEVEL3_CLAW_WIDTH 16.0f
#define LEVEL3_CLAW_REPEAT 700
#define LEVEL3_CLAW_K_SCALE 1.0f
#define LEVEL3_CLAW_U_REPEAT 600
#define LEVEL3_CLAW_U_K_SCALE 1.0f
#define LEVEL3_POUNCE_DMG ADM(100)
#define LEVEL3_POUNCE_RANGE 72.0f
#define LEVEL3_POUNCE_WIDTH 16.0f
#define LEVEL3_POUNCE_SPEED 700
#define LEVEL3_POUNCE_UPG_SPEED 800
#define LEVEL3_POUNCE_SPEED_MOD 0.75f
#define LEVEL3_POUNCE_CHARGE_TIME 700
#define LEVEL3_POUNCE_TIME 400
#define LEVEL3_BOUNCEBALL_DMG ADM(110)
#define LEVEL3_BOUNCEBALL_REPEAT 1000
#define LEVEL3_BOUNCEBALL_SPEED 1000.0f

#define LEVEL4_CLAW_DMG ADM(100)
#define LEVEL4_CLAW_RANGE 128.0f
#define LEVEL4_CLAW_WIDTH 20.0f
#define LEVEL4_CLAW_REPEAT 750
#define LEVEL4_CLAW_K_SCALE 1.0f
#define LEVEL4_REGEN_RANGE 200.0f
#define LEVEL4_REGEN_MOD 2.0f
#define LEVEL4_CHARGE_SPEED 2.0f
#define LEVEL4_CHARGE_TIME 3000
#define LEVEL4_CHARGE_CHARGE_TIME 1500
#define LEVEL4_MIN_CHARGE_TIME 750
#define LEVEL4_CHARGE_CHARGE_RATIO (LEVEL4_CHARGE_TIME/LEVEL4_CHARGE_CHARGE_TIME)
#define LEVEL4_CHARGE_REPEAT 1000
#define LEVEL4_CHARGE_DMG ADM(110)

/*

  • ALIEN classes
  • _SPEED - fraction of Q3A run speed the class can move
  • _REGEN - health per second regained
  • ALIEN_HLTH_MODIFIER - overall health modifier for coarse tuning

*/

#define ALIEN_HLTH_MODIFIER 1.0f
#define AHM(h) ((int)((float)h*ALIEN_HLTH_MODIFIER))

#define ALIEN_VALUE_MODIFIER 1.0f
#define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER))

#define ABUILDER_SPEED 0.8f
#define ABUILDER_VALUE AVM(200)
#define ABUILDER_HEALTH AHM(50)
#define ABUILDER_REGEN 2
#define ABUILDER_COST 0

#define ABUILDER_UPG_SPEED 1.0f
#define ABUILDER_UPG_VALUE AVM(250)
#define ABUILDER_UPG_HEALTH AHM(75)
#define ABUILDER_UPG_REGEN 3
#define ABUILDER_UPG_COST 0

#define LEVEL0_SPEED 1.3f
#define LEVEL0_VALUE AVM(175)
#define LEVEL0_HEALTH AHM(25)
#define LEVEL0_REGEN 1
#define LEVEL0_COST 0

#define LEVEL1_SPEED 1.25f
#define LEVEL1_VALUE AVM(225)
#define LEVEL1_HEALTH AHM(75)
#define LEVEL1_REGEN 2
#define LEVEL1_COST 1

#define LEVEL1_UPG_SPEED 1.25f
#define LEVEL1_UPG_VALUE AVM(275)
#define LEVEL1_UPG_HEALTH AHM(100)
#define LEVEL1_UPG_REGEN 3
#define LEVEL1_UPG_COST 1

#define LEVEL2_SPEED 1.2f
#define LEVEL2_VALUE AVM(350)
#define LEVEL2_HEALTH AHM(150)
#define LEVEL2_REGEN 4
#define LEVEL2_COST 1

#define LEVEL2_UPG_SPEED 1.2f
#define LEVEL2_UPG_VALUE AVM(450)
#define LEVEL2_UPG_HEALTH AHM(175)
#define LEVEL2_UPG_REGEN 5
#define LEVEL2_UPG_COST 1

#define LEVEL3_SPEED 1.1f
#define LEVEL3_VALUE AVM(500)
#define LEVEL3_HEALTH AHM(200)
#define LEVEL3_REGEN 6
#define LEVEL3_COST 1

#define LEVEL3_UPG_SPEED 1.1f
#define LEVEL3_UPG_VALUE AVM(600)
#define LEVEL3_UPG_HEALTH AHM(250)
#define LEVEL3_UPG_REGEN 7
#define LEVEL3_UPG_COST 1

#define LEVEL4_SPEED 1.2f
#define LEVEL4_VALUE AVM(800)
#define LEVEL4_HEALTH AHM(400)
#define LEVEL4_REGEN 7
#define LEVEL4_COST 2

/*

  • ALIEN buildables
  • _BP - build points required for this buildable
  • _BT - build time required for this buildable
  • _REGEN - the amount of health per second regained
  • _SPLASHDAMGE - the amount of damage caused by this buildable when melting
  • _SPLASHRADIUS - the radius around which it does this damage
  • CREEP_BASESIZE - the maximum distance a buildable can be from an egg/overmind
  • ALIEN_BHLTH_MODIFIER - overall health modifier for coarse tuning

*/

#define ALIEN_BHLTH_MODIFIER 1.0f
#define ABHM(h) ((int)((float)h*ALIEN_BHLTH_MODIFIER))

#define CREEP_BASESIZE 700
#define CREEP_TIMEOUT 1000
#define CREEP_MODIFIER 0.5f
#define CREEP_ARMOUR_MODIFIER 0.75f
#define CREEP_SCALEDOWN_TIME 3000

#define ASPAWN_BP 10
#define ASPAWN_BT 15000
#define ASPAWN_HEALTH ABHM(250)
#define ASPAWN_REGEN 8
#define ASPAWN_SPLASHDAMAGE 50
#define ASPAWN_SPLASHRADIUS 50
#define ASPAWN_CREEPSIZE 120
#define ASPAWN_VALUE 150

#define BARRICADE_BP 10
#define BARRICADE_BT 20000
#define BARRICADE_HEALTH ABHM(200)
#define BARRICADE_REGEN 14
#define BARRICADE_SPLASHDAMAGE 50
#define BARRICADE_SPLASHRADIUS 50
#define BARRICADE_CREEPSIZE 120

#define BOOSTER_BP 12
#define BOOSTER_BT 15000
#define BOOSTER_HEALTH ABHM(150)
#define BOOSTER_REGEN 8
#define BOOSTER_SPLASHDAMAGE 50
#define BOOSTER_SPLASHRADIUS 50
#define BOOSTER_CREEPSIZE 120
#define BOOSTER_INTERVAL 30000 //time in msec between uses (per player)
#define BOOSTER_REGEN_MOD 2.0f
#define BOOST_TIME 30000

#define ACIDTUBE_BP 8
#define ACIDTUBE_BT 15000
#define ACIDTUBE_HEALTH ABHM(125)
#define ACIDTUBE_REGEN 10
#define ACIDTUBE_SPLASHDAMAGE 6
#define ACIDTUBE_SPLASHRADIUS 300
#define ACIDTUBE_CREEPSIZE 120
#define ACIDTUBE_RANGE 300.0f
#define ACIDTUBE_REPEAT 3000
#define ACIDTUBE_K_SCALE 1.0f

#define HIVE_BP 12
#define HIVE_BT 20000
#define HIVE_HEALTH ABHM(125)
#define HIVE_REGEN 10
#define HIVE_SPLASHDAMAGE 30
#define HIVE_SPLASHRADIUS 200
#define HIVE_CREEPSIZE 120
#define HIVE_RANGE 400.0f
#define HIVE_REPEAT 5000
#define HIVE_K_SCALE 1.0f
#define HIVE_DMG 50
#define HIVE_SPEED 240.0f
#define HIVE_DIR_CHANGE_PERIOD 500

#define TRAPPER_BP 8
#define TRAPPER_BT 12000
#define TRAPPER_HEALTH ABHM(50)
#define TRAPPER_REGEN 6
#define TRAPPER_SPLASHDAMAGE 15
#define TRAPPER_SPLASHRADIUS 100
#define TRAPPER_CREEPSIZE 30
#define TRAPPER_RANGE 400
#define TRAPPER_REPEAT 1000
#define TRAPPER_K_SCALE 1.0f
#define LOCKBLOB_SPEED 650.0f
#define LOCKBLOB_LOCKTIME 5000
#define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT )
#define LOCKBLOB_K_SCALE 1.0f

#define OVERMIND_BP 0
#define OVERMIND_BT 30000
#define OVERMIND_HEALTH ABHM(750)
#define OVERMIND_REGEN 6
#define OVERMIND_SPLASHDAMAGE 15
#define OVERMIND_SPLASHRADIUS 300
#define OVERMIND_CREEPSIZE 120
#define OVERMIND_ATTACK_RANGE 150.0f
#define OVERMIND_ATTACK_REPEAT 1000
#define OVERMIND_VALUE 300

#define HOVEL_BP 0
#define HOVEL_BT 15000
#define HOVEL_HEALTH ABHM(375)
#define HOVEL_REGEN 20
#define HOVEL_SPLASHDAMAGE 20
#define HOVEL_SPLASHRADIUS 200
#define HOVEL_CREEPSIZE 120

/*

  • ALIEN misc
  • ALIENSENSE_RANGE - the distance alien sense is useful for

*/

#define ALIENSENSE_RANGE 1000.0f

#define ALIEN_POISON_TIME 5000
#define ALIEN_POISON_DMG 5
#define ALIEN_POISON_DIVIDER (1.0f/1.32f) //about 1.0/(time`th root of damage)

#define ALIEN_SPAWN_REPEAT_TIME 10000

#define ALIEN_REGEN_DAMAGE_TIME 2000 //msec since damage that regen starts again

/*

  • HUMAN weapons
  • _REPEAT - time between firings
  • _RELOAD - time needed to reload
  • _PRICE - amount in credits weapon costs
  • HUMAN_WDMG_MODIFIER - overall damage modifier for coarse tuning

*/

#define HUMAN_WDMG_MODIFIER 1.0f
#define HDM(d) ((int)((float)d*HUMAN_WDMG_MODIFIER))

#define BLASTER_REPEAT 600
#define BLASTER_K_SCALE 1.0f
#define BLASTER_SPREAD 200
#define BLASTER_SPEED 1400
#define BLASTER_DMG HDM(9)

#define RIFLE_CLIPSIZE 30
#define RIFLE_MAXCLIPS 6
#define RIFLE_REPEAT 90
#define RIFLE_K_SCALE 1.0f
#define RIFLE_RELOAD 2000
#define RIFLE_PRICE 0
#define RIFLE_SPREAD 200
#define RIFLE_DMG HDM(5)

#define PAINSAW_PRICE 100
#define PAINSAW_REPEAT 75
#define PAINSAW_K_SCALE 1.0f
#define PAINSAW_DAMAGE HDM(15)
#define PAINSAW_RANGE 40.0f

#define GRENADE_PRICE 200
#define GRENADE_REPEAT 0
#define GRENADE_K_SCALE 1.0f
#define GRENADE_DAMAGE HDM(310)
#define GRENADE_RANGE 192.0f
#define GRENADE_SPEED 400.0f

#define SHOTGUN_PRICE 150
#define SHOTGUN_SHELLS 8
#define SHOTGUN_PELLETS 8 //used to sync server and client side
#define SHOTGUN_MAXCLIPS 3
#define SHOTGUN_REPEAT 1000
#define SHOTGUN_K_SCALE 1.0f
#define SHOTGUN_RELOAD 2000
#define SHOTGUN_SPREAD 900
#define SHOTGUN_DMG HDM(7)

#define LASGUN_PRICE 250
#define LASGUN_AMMO 200
#define LASGUN_REPEAT 200
#define LASGUN_K_SCALE 1.0f
#define LASGUN_RELOAD 2000
#define LASGUN_DAMAGE HDM(9)

#define MDRIVER_PRICE 350
#define MDRIVER_CLIPSIZE 5
#define MDRIVER_MAXCLIPS 4
#define MDRIVER_DMG HDM(38)
#define MDRIVER_REPEAT 1000
#define MDRIVER_K_SCALE 1.0f
#define MDRIVER_RELOAD 2000

#define CHAINGUN_PRICE 400
#define CHAINGUN_BULLETS 300
#define CHAINGUN_REPEAT 80
#define CHAINGUN_K_SCALE 1.0f
#define CHAINGUN_SPREAD 1000
#define CHAINGUN_DMG HDM(6)

#define PRIFLE_PRICE 400
#define PRIFLE_CLIPS 50
#define PRIFLE_MAXCLIPS 4
#define PRIFLE_REPEAT 100
#define PRIFLE_K_SCALE 1.0f
#define PRIFLE_RELOAD 2000
#define PRIFLE_DMG HDM(9)
#define PRIFLE_SPEED 1000

#define FLAMER_PRICE 450
#define FLAMER_GAS 150
#define FLAMER_REPEAT 200
#define FLAMER_K_SCALE 1.0f
#define FLAMER_DMG HDM(20)
#define FLAMER_RADIUS 50
#define FLAMER_LIFETIME 800.0f
#define FLAMER_SPEED 200.0f
#define FLAMER_LAG 0.65f //the amount of player velocity that is added to the fireball

#define LCANNON_PRICE 600
#define LCANNON_AMMO 90
#define LCANNON_REPEAT 500
#define LCANNON_K_SCALE 1.0f
#define LCANNON_CHARGEREPEAT 1000
#define LCANNON_RELOAD 2000
#define LCANNON_DAMAGE HDM(265)
#define LCANNON_RADIUS 150
#define LCANNON_SECONDARY_DAMAGE HDM(27)
#define LCANNON_SECONDARY_RADIUS 75
#define LCANNON_SPEED 350
#define LCANNON_CHARGE_TIME 2000
#define LCANNON_TOTAL_CHARGE 255
#define LCANNON_MIN_CHARGE 50

#define HBUILD_PRICE 0
#define HBUILD_REPEAT 1000
#define HBUILD_DELAY 17500
#define HBUILD_HEALRATE 18

#define HBUILD2_PRICE 0
#define HBUILD2_REPEAT 1000
#define HBUILD2_DELAY 15000

/*

  • HUMAN upgrades
    */

#define LIGHTARMOUR_PRICE 70
#define LIGHTARMOUR_POISON_PROTECTION 1

#define HELMET_PRICE 90
#define HELMET_RANGE 1000.0f
#define HELMET_POISON_PROTECTION 2

#define MEDKIT_PRICE 0

#define BATTPACK_PRICE 100
#define BATTPACK_MODIFIER 1.5f //modifier for extra energy storage available

#define JETPACK_PRICE 120
#define JETPACK_FLOAT_SPEED 128.0f //up movement speed
#define JETPACK_SINK_SPEED 192.0f //down movement speed
#define JETPACK_DISABLE_TIME 1000 //time to disable the jetpack when player damaged
#define JETPACK_DISABLE_CHANCE 0.3f

#define BSUIT_PRICE 400
#define BSUIT_POISON_PROTECTION 4

#define MGCLIP_PRICE 0

#define CGAMMO_PRICE 0

#define GAS_PRICE 0

#define MEDKIT_POISON_IMMUNITY_TIME 0
#define MEDKIT_STARTUP_TIME 4000
#define MEDKIT_STARTUP_SPEED 5

/*

  • HUMAN buildables
  • _BP - build points required for this buildable
  • _BT - build time required for this buildable
  • _SPLASHDAMGE - the amount of damage caused by this buildable when it blows up
  • _SPLASHRADIUS - the radius around which it does this damage
  • REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor
  • REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater
  • HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning

*/

#define HUMAN_BHLTH_MODIFIER 1.0f
#define HBHM(h) ((int)((float)h*HUMAN_BHLTH_MODIFIER))

#define REACTOR_BASESIZE 1000
#define REPEATER_BASESIZE 500
#define HUMAN_DETONATION_DELAY 5000

#define HSPAWN_BP 10
#define HSPAWN_BT 10000
#define HSPAWN_HEALTH HBHM(310)
#define HSPAWN_SPLASHDAMAGE 50
#define HSPAWN_SPLASHRADIUS 100
#define HSPAWN_VALUE 1

#define MEDISTAT_BP 8
#define MEDISTAT_BT 10000
#define MEDISTAT_HEALTH HBHM(190)
#define MEDISTAT_SPLASHDAMAGE 50
#define MEDISTAT_SPLASHRADIUS 100

#define MGTURRET_BP 8
#define MGTURRET_BT 10000
#define MGTURRET_HEALTH HBHM(190)
#define MGTURRET_SPLASHDAMAGE 100
#define MGTURRET_SPLASHRADIUS 100
#define MGTURRET_ANGULARSPEED 8 //degrees/think ~= 200deg/sec
#define MGTURRET_ACCURACYTOLERANCE MGTURRET_ANGULARSPEED / 1.5f //angular difference for turret to fire
#define MGTURRET_VERTICALCAP 30 // +/- maximum pitch
#define MGTURRET_REPEAT 100
#define MGTURRET_K_SCALE 1.0f
#define MGTURRET_RANGE 300.0f
#define MGTURRET_SPREAD 200
#define MGTURRET_DMG HDM(4)
#define MGTURRET_DCC_ANGULARSPEED 10
#define MGTURRET_DCC_ACCURACYTOLERANCE MGTURRET_DCC_ANGULARSPEED / 1.5f
#define MGTURRET_GRAB_ANGULARSPEED 3
#define MGTURRET_GRAB_ACCURACYTOLERANCE MGTURRET_GRAB_ANGULARSPEED / 1.5f

#define TESLAGEN_BP 10
#define TESLAGEN_BT 15000
#define TESLAGEN_HEALTH HBHM(220)
#define TESLAGEN_SPLASHDAMAGE 50
#define TESLAGEN_SPLASHRADIUS 100
#define TESLAGEN_REPEAT 250
#define TESLAGEN_K_SCALE 4.0f
#define TESLAGEN_RANGE 250
#define TESLAGEN_DMG HDM(9)

#define DC_BP 8
#define DC_BT 10000
#define DC_HEALTH HBHM(190)
#define DC_SPLASHDAMAGE 50
#define DC_SPLASHRADIUS 100

#define ARMOURY_BP 10
#define ARMOURY_BT 10000
#define ARMOURY_HEALTH HBHM(280)
#define ARMOURY_SPLASHDAMAGE 50
#define ARMOURY_SPLASHRADIUS 100

#define REACTOR_BP 0
#define REACTOR_BT 20000
#define REACTOR_HEALTH HBHM(930)
#define REACTOR_SPLASHDAMAGE 200
#define REACTOR_SPLASHRADIUS 300
#define REACTOR_ATTACK_RANGE 100.0f
#define REACTOR_ATTACK_REPEAT 1000
#define REACTOR_ATTACK_DAMAGE 40
#define REACTOR_VALUE 2

#define REPEATER_BP 0
#define REPEATER_BT 10000
#define REPEATER_HEALTH HBHM(250)
#define REPEATER_SPLASHDAMAGE 50
#define REPEATER_SPLASHRADIUS 100
#define REPEATER_INACTIVE_TIME 90000

/*

  • HUMAN misc
    */

#define HUMAN_SPRINT_MODIFIER 1.2f
#define HUMAN_JOG_MODIFIER 1.0f
#define HUMAN_BACK_MODIFIER 0.8f
#define HUMAN_SIDE_MODIFIER 0.9f

#define STAMINA_STOP_RESTORE 25
#define STAMINA_WALK_RESTORE 15
#define STAMINA_SPRINT_TAKE 8
#define STAMINA_LARMOUR_TAKE 4

#define HUMAN_SPAWN_REPEAT_TIME 10000[/quote][/details]

4 Likes

Which repo (and commit hash) is that tremulous.h from @MaeJong ?

Old lakitu (I think) somewhere in AA2’s backup clusterfuck (amongst other corpses of random fucktarded QVMs and turtle pics)

2 Likes

I don’t know if this is different from the tremulous.h file that Mae posted, but here is the tremulous.h file to the multiprotocol slacker’s QVM that we are currently using on GrangerPub/GrangerClub:

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Ok, thank you. Since this IS the grangerhub forums, I would prefer to conform this form to our slackerQVM .h file rather than the tremfusion one.

Yeah I got confused there as well, I have now changed it to damage per hit