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KF2-Dev-Scripts/KFGameContent/Classes/KFPawn_ZedClot.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_ZedClot
//=============================================================================
// Base pawn class for Clots
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFPawn_ZedClot extends KFPawn_Monster
abstract;
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
Super.PostInitAnimTree( SkelComp );
if( bCanHeadTrack )
{
IK_Look_Head = SkelControlLookAt(Mesh.FindSkelControl('HeadLook'));
//IK_Look_Spine = SkelControlLookAt(Mesh.FindSkelControl('SpineLook'));
}
}
/** Returns (hardcoded) dialog event ID for when players spots this zed type */
function int GetSpotterDialogID()
{
local int EmergeType;
if( IsDoingSpecialMove(SM_Emerge) )
{
EmergeType = SpecialMoveFlags & 0x0f;
switch( EmergeType )
{
case EMERGE_Floor:
return 142;//SPOTZ_EmergeFloor
case EMERGE_Wall248UU:
case EMERGE_WallHigh:
return 140;//SPOTZ_EmergeVent
case EMERGE_Ceiling:
return 141;//SPOTZ_EmergeCeiling
};
}
return 125;//SPOTZ_Generic
}
DefaultProperties
{
Begin Object Name=KFPawnSkeletalMeshComponent
bPerBoneMotionBlur=false
End Object
bIsClotClass=true
// ---------------------------------------------
// Content
MonsterArchPath="ZED_ARCH.ZED_Clot_UnDev_Archetype"
// ---------------------------------------------
// Gameplay
bCanGrabAttack=true
Begin Object Name=MeleeHelper_0
BaseDamage=6.f
MaxHitRange=172.f
MomentumTransfer=25000.f
MyDamageType=class'KFDT_Slashing_ZedWeak'
End Object
Health=100 // 67% KF1 scale
DoshValue=7.0
Mass=65.f //
KnockedDownBySonicWaveOdds=0.23f
bKnockdownWhenJumpedOn=true
// ---------------------------------------------
// Movement / Physics
GroundSpeed=190.f
SprintSpeed=400.f
// ---------------------------------------------
// Special Moves
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_GrappleAttack)=class'KFGame.KFSM_GrappleCombined'
SpecialMoveClasses(SM_Taunt)=class'KFGame.KFSM_Zed_Taunt'
SpecialMoveClasses(SM_Emerge)=class'KFSM_Emerge'
SpecialMoveClasses(SM_Evade)=class'KFSM_Evade'
SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
SpecialMoveClasses(SM_GorgeZedVictim)=class'KFGameContent.KFSM_GorgeVictim'
End Object
IncapSettings(AF_Stun)= (Vulnerability=(2), Cooldown=3.0)
IncapSettings(AF_Knockdown)=(Vulnerability=(2), Cooldown=8.0)
IncapSettings(AF_Stumble)= (Vulnerability=(2), Cooldown=1.0)
IncapSettings(AF_GunHit)= (Vulnerability=(2), Cooldown=1.0)
IncapSettings(AF_MeleeHit)= (Vulnerability=(2), Cooldown=1.0)
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.5))
// ---------------------------------------------
// AI / Navigation
//DebugRange_Melee_Material=Material'ENG_EditorResources_MAT.Debug_Radius_M'
RotationRate=(Pitch=50000,Yaw=30000,Roll=50000)
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// Only used in Volter Castle for now when the spawn volume has bForceUseMapReplacePawn set to true
// If we need to reuse it more we'll have to connect map to zed here
MapReplacePawnClass.Add(class'KFPawn_ZedHansClot')
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}