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Nova Pack

Posted: Mon Jun 29, 2015 1:42 am
by AnniDv6
Angel nova pack is awful and does nothing. For reference.

Re: Nova Pack

Posted: Mon Jun 29, 2015 7:21 pm
by AnniDv6
That could be interesting. I couldn't get a single kill with the nova pack last night after playing angel for an entire map and also going right up to enemy players in red health and using it. It just doesn't seem to do any damage.

Re: Nova Pack

Posted: Mon Jun 29, 2015 7:47 pm
by Fixious
Someone remind me what Nova pack does. I Angel a lot but for the life of me can't remember what it does.

Re: Nova Pack

Posted: Mon Jun 29, 2015 8:00 pm
by KILROY
Ghost wrote:Bawb coded his to work as flares. If rockets lock on to you using the nova pack would make them lose there lock on you.
I always thought it was for what Ghost mentioned.

Re: Nova Pack

Posted: Tue Jun 30, 2015 10:17 am
by perrinoia
I've never known what it did, either...

I just read the source code, and immediately did this: :fpalm:

First, it checks your energy.

If you have exactly 40 energy (Maximum energy for Rogue Angel), it shoots 40 bullets that cause 0.1 damage from the location "0 0 0" in the direction of "0 0 0".
Otherwise, it shoots 1 bullet for each whole number of energy you have. Each of which cause 0.3 damage, but still originate at the map origin and fire in no direction.

Either way, (TLDR;) it drains your (the user, not the target's) energy.

Also, the code is redundant and stupid.

I have a solution, though...

We can modify the following functions to fail upon detection of an active nova pack:
  • function DeployableRocket::verifyTarget(%this, %target)
  • function NeuroTurret::verifyTarget(%this, %target)
  • function StingerMissile::verifyTarget(%this, %target)
The last function doesn't currently exist, but could be added to the stinger file.

Example:

Code: Select all

function StingerMissile::verifyTarget(%this, %target)
{
	return (Player::getMountedItem(%target, $BackPackSlot) == "NovaPack" && Player::isTriggered(%target, $BackPackSlot));
}