Dizzy Bomb: Difference between revisions
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[[File:Powerup dizzy bomb.png|frameless|right|128px]] | [[File:Powerup dizzy bomb.png|frameless|right|128px]] | ||
Dizzy Bomb is the fourteenth [[Powerups|powerup]] in Fortress Blast. It was added to Fortress Blast in version 4.0 and is | Dizzy Bomb is the fourteenth [[Powerups|powerup]] in Fortress Blast. It was added to Fortress Blast in version 4.0 and is a completely original powerup. | ||
Upon use, all enemies within 512 Hammer | Upon use, all enemies within 512 Hammer units will experience 'dizziness', achieved by rotating their view in both directions wildly for five seconds. To prevent issues with players that may be prone to vertigo or other visual stimulation-related illnesses, there are two [[ConVars]] that control its effectiveness: <code>[[sm_fortressblast_dizzy_length]]</code> and <code>[[sm_fortressblast_dizzy_states]]</code>. | ||
<youtube>JDlKXAU29YQ</youtube> | <youtube>JDlKXAU29YQ</youtube> | ||
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== Developer information == | == Developer information == | ||
Dizzy Bomb operates by changing affected players' Z-axis angle every 0.1 | Dizzy Bomb operates by changing affected players' Z-axis angle every 0.1 seconds, using the following formula: <code>Sine((3.16159265 * States * Progress) / (10 * Length)) * ((10 * Length) - Progress)</code>. | ||
[[Category:Powerups]] | [[Category:Powerups]] | ||
[[Category:Powerups with no callback]] | [[Category:Powerups with no callback]] |
Revision as of 20:37, 4 March 2020
Dizzy Bomb is the fourteenth powerup in Fortress Blast. It was added to Fortress Blast in version 4.0 and is a completely original powerup.
Upon use, all enemies within 512 Hammer units will experience 'dizziness', achieved by rotating their view in both directions wildly for five seconds. To prevent issues with players that may be prone to vertigo or other visual stimulation-related illnesses, there are two ConVars that control its effectiveness: sm_fortressblast_dizzy_length
and sm_fortressblast_dizzy_states
.
Developer information
Dizzy Bomb operates by changing affected players' Z-axis angle every 0.1 seconds, using the following formula: Sine((3.16159265 * States * Progress) / (10 * Length)) * ((10 * Length) - Progress)
.