70 lines
2.5 KiB
Ucode
70 lines
2.5 KiB
Ucode
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//=============================================================================
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// KFAnimNotify_MeleeImpact
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//=============================================================================
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// (Third Person) Triggers an event for melee collision and damage
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFAnimNotify_MeleeImpact extends AnimNotify
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native(Anim);
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/** AI - Damage Modifier */
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var() float DamageScale;
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/** AI - Apply damage to multiple nearby actors */
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var() bool bDoAreaDamage;
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/** AI - Complex collision type that hits multiple targets. Supports notify duration. */
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var() bool bDoSwipeDamage;
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/** AI - cause target to be knocked back upon impact */
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var() bool bCanDoKnockback;
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/** AI - If set, hits have a 3% chance to trigger zed time */
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var() bool bCanCauseZedTime;
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/** AI - Momentum transfer amount to scale default melee momentum transfer by */
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var() float MomentumTransferScale<EditCondition=bCanDoKnockback>;
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/** AI - Damagetype to override default melee damagetype with */
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var() class<KFDamageType> CustomDamageType<AllowAbstract>;
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/** AI - Attack reach -- overrides default reach in melee helper */
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var() float AttackReachOverride<EditCondition=!bDoSwipeDamage>;
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/** Direction to use for fov-based swipe attacks */
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// This gives more consistant results than using socket collision. Socket collision
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// is okay for location, but direction can change so quickly that the attack will
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// depend on FPS. This is especially bad when using AnimTree tick rate optimizations.
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var() EPawnOctant SwipeDirection<EditCondition=bDoSwipeDamage>;
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cpptext
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{
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virtual void Notify( class UAnimNodeSequence* NodeSeq );
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virtual void NotifyTick( class UAnimNodeSequence* NodeSeq, FLOAT AnimCurrentTime, FLOAT AnimTimeStep, FLOAT InTotalDuration );
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virtual FString GetEditorComment()
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{
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return TEXT("MeleeImpact");
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}
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}
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event NotifyFirstPerson(KFPawn P, AnimNodeSequence AnimSeqInstigator)
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{
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`warn("Deprecated function called --- Use KFAnimNotify_MeleeImpact_1P instead");
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}
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event NotifyThirdPerson(KFPawn P, AnimNodeSequence AnimSeqInstigator)
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{
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P.MeleeImpactNotify(self);
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}
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defaultproperties
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{
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NotifyColor=(R=255,G=0,B=0)
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DamageScale=1.f
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MomentumTransferScale=1.f
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SwipeDirection=DIR_Forward
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}
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