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Reduces overrun for nukes and naplam #296
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Noticed that after I did it >_< not sure how I screwed that up the minor change is clear enough though just +20 to stop overrun on napalm. not such a big issue 10mil+ but below that its a pain. |
You didn´t really screw up, it´s just not worth it. |
I'd suggest not changing the |
adds button to manually disable nukes and napalm. This is for mainly laggy connection that are seeing their nukes fire on boss rounds even when not fired manually.
@@ -61,7 +62,7 @@ | |||
var control = { | |||
speedThreshold: 2000, | |||
// Stop using offensive abilities shortly before rain/wormhole rounds. | |||
rainingSafeRounds: 5, | |||
rainingSafeRounds: 9, |
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This variable should not be changed.
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fair enough I'll adjust canUseOffensiveAbility() to +4 to scope it to just office skills.
moved +4 raining safe round offset to canUseOffensiveAbility(). this reduces the chance of napalm over running at pre 10M. Also has the same affect on nukes and cluster bombs.
I've noticed alot of nukes and napalm running over into Gold Helm rounds so i've increased the safe rounds to 9 and the napalm to 29 to try to stop this.
reason 9 and 29 is we still want to use these on pre Gold Helm bosses