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

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//=============================================================================
// KFPawn_ZedFleshpoundKing
//=============================================================================
// Fleshpound King pawn class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// - Matt 'Squirrlz' Farber
//=============================================================================
class KFPawn_ZedFleshpoundKing extends KFPawn_ZedFleshpound
implements(KFInterface_MonsterBoss);
/** Explosion templates for our rage pound */
var protected KFGameExplosion RagePoundExplosionTemplate, RagePoundFinalExplosionTemplate;
/** Additional chest plate/lighting/FX settings for beam attack state */
var const LinearColor BeamAttackGlowColor;
var transient PointLightComponent BattlePhaseLightTemplateBlue;
/** Current phase of battle */
var int CurrentPhase;
/** Min phase at which the rage explosions can occur */
var const int RageExplosionMinPhase;
/** Waves to summon at each stage by difficulty level*/
var BossMinionWaveInfo SummonWaves[4];
/** The base amount of minions to spawn when boss goes into hunt and heal mode */
var vector2D NumMinionsToSpawn;
/** Component used by the beam special move to play a hit location sound effect */
var AkComponent BeamHitAC;
/** Shield Vars */
/** Amount of health shield has remaining */
var float ShieldHealth;
var float ShieldHealthMax;
var const array<float> ShieldHealthMaxDefaults;
var float ShieldHealthScale;
/** Replicated shield health percentage */
var repnotify byte ShieldHealthPctByte;
var float LastShieldHealthPct;
var ParticleSystem InvulnerableShieldFX;
var ParticleSystemComponent InvulnerableShieldPSC;
var name ShieldSocketName;
var KFSkinTypeEffects ShieldImpactEffects;
var KFGameExplosion ShieldShatterExplosionTemplate;
var const color ShieldColorGreen;
var const color ShieldCoreColorGreen;
var const color ShieldColorYellow;
var const color ShieldCoreColorYellow;
var const color ShieldColorOrange;
var const color ShieldCoreColorOrange;
var const color ShieldColorRed;
var const color ShieldCoreColorRed;
//Localization
var localized array<string> BossCaptionStrings;
//Intro Camera
var bool bUseAnimatedCamera;
var vector AnimatedBossCameraOffset;
replication
{
if (bNetDirty)
CurrentPhase, ShieldHealthPctByte;
}
/************************************
* @name KFInterface_MonsterBoss
************************************/
//Quick access to a pawn reference
simulated function KFPawn_Monster GetMonsterPawn()
{
return self;
}
//Localization Accessors
simulated function string GetRandomBossCaption()
{
if (default.BossCaptionStrings.Length <= 0)
{
return "";
}
return default.BossCaptionStrings[Rand(default.BossCaptionStrings.Length)];
}
//Status Accessors
static simulated event bool IsABoss()
{
return true;
}
simulated function float GetHealthPercent()
{
return float(Health) / float(HealthMax);
}
//Intro functionality
/** Turn on the boss camera animation mode */
simulated function SetAnimatedBossCamera(bool bEnable, optional vector CameraOffset)
{
bUseAnimatedCamera = bEnable;
if (bUseAnimatedCamera)
{
AnimatedBossCameraOffset = CameraOffset;
}
else
{
AnimatedBossCameraOffset = vect(0, 0, 0);
}
}
/** Whether this pawn is in theatric camera mode */
simulated function bool UseAnimatedBossCamera()
{
return bUseAnimatedCamera;
}
/** The name of the socket to use as a camera base for theatric sequences */
simulated function name GetBossCameraSocket()
{
return 'TheatricCameraRootSocket';
}
/** The relative offset to use for the cinematic camera */
simulated function vector GetBossCameraOffset()
{
return AnimatedBossCameraOffset;
}
function OnZedDied(Controller Killer)
{
super.OnZedDied(Killer);
StopBossWave();
KFGameInfo(WorldInfo.Game).BossDied(Killer);
}
function KFAIWaveInfo GetWaveInfo(int BattlePhase, int Difficulty)
{
switch (BattlePhase)
{
case 1:
return SummonWaves[Difficulty].PhaseTwoWave;
break;
case 2:
return SummonWaves[Difficulty].PhaseThreeWave;
break;
case 3:
return SummonWaves[Difficulty].PhaseFourWave;
break;
case 0:
default:
return SummonWaves[Difficulty].PhaseOneWave;
}
return none;
}
/** Returns the number of minions to spawn based on number of players */
function byte GetNumMinionsToSpawn()
{
if (KFGameInfo(WorldInfo.Game) != none)
{
return byte(Lerp(NumMinionsToSpawn.X, NumMinionsToSpawn.Y, KFGameInfo(WorldInfo.Game).GetLivingPlayerCount() / float(WorldInfo.Game.MaxPlayers)));
}
//Backup if we're in a weird state
return byte(Lerp(NumMinionsToSpawn.X, NumMinionsToSpawn.Y, fMax(WorldInfo.Game.NumPlayers, 1) / float(WorldInfo.Game.MaxPlayers)));
}
//
simulated event ReplicatedEvent(name VarName)
{
if (VarName == nameof(ShieldHealthPctByte))
{
UpdateShield();
}
else
{
super.ReplicatedEvent(VarName);
}
}
/** Called from Possessed event when this controller has taken control of a Pawn */
function PossessedBy(Controller C, bool bVehicleTransition)
{
Super.PossessedBy(C, bVehicleTransition);
PlayBossMusic();
class'KFPawn_MonsterBoss'.static.PlayBossEntranceTheatrics(self);
}
/** Play music for this boss (overridden for each boss) */
function PlayBossMusic()
{
if (KFGameInfo(WorldInfo.Game) != none)
{
KFGameInfo(WorldInfo.Game).ForceKingFPMusicTrack();
}
}
//Skip for boss
function CauseHeadTrauma(float BleedOutTime = 5.f)
{
return;
}
simulated function bool PlayDismemberment(int InHitZoneIndex, class<KFDamageType> InDmgType, optional vector HitDirection)
{
return false;
}
//Skip if boss
simulated function PlayHeadAsplode()
{
return;
}
//Skip if boss
simulated function ApplyHeadChunkGore(class<KFDamageType> DmgType, vector HitLocation, vector HitDirection)
{
return;
}
/** Turns the chest beam ON */
simulated function ANIMNOTIFY_ChestBeamStart()
{
ToggleSMBeam( true );
}
/** Turns the chest beam OFF */
simulated function ANIMNOTIFY_ChestBeamEnd()
{
ToggleSMBeam( false );
}
/** Toggles chest beam while special move active */
simulated function ToggleSMBeam( bool bEnable )
{
local KFSM_FleshpoundKing_ChestBeam BeamSM;
if( SpecialMove != SM_HoseWeaponAttack )
{
return;
}
BeamSM = KFSM_FleshpoundKing_ChestBeam( SpecialMoves[SpecialMove] );
if( BeamSM != none )
{
BeamSM.ToggleBeam( bEnable );
}
}
/** Use our custom glow for the chestbeam attack when necessary */
simulated function UpdateGameplayMICParams()
{
local MaterialInstanceConstant MIC;
// If dead just go with the super
if( !IsAliveAndWell() )
{
super.UpdateGameplayMICParams();
return;
}
if ( WorldInfo.NetMode != NM_DedicatedServer )
{
// We're using our chest beam attack, apply our custom color
if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
super(KFPawn_Monster).UpdateGameplayMICParams();
UpdateBattlePhaseLights();
MIC = CharacterMICs[0];
MIC.SetVectorParameterValue( 'Vector_GlowColor', BeamAttackGlowColor );
return;
}
}
super.UpdateGameplayMICParams();
}
/** Use our custom glow for the chestbeam attack when necessary */
simulated function UpdateBattlePhaseLights()
{
local PointLightComponent LightTemplate;
// If dead just go with the super
if( !IsAliveAndWell() )
{
super.UpdateBattlePhaseLights();
return;
}
if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
{
if( BattlePhaseLightFront != none )
{
BattlePhaseLightFront.DetachFromAny();
BattlePhaseLightFront = none;
}
LightTemplate = BattlePhaseLightTemplateBlue;
if( LightTemplate != none )
{
BattlePhaseLightFront = new(self) class'PointLightComponent'( LightTemplate );
}
if( BattlePhaseLightFront != none )
{
Mesh.AttachComponentToSocket( BattlePhaseLightFront, BattlePhaseLightFrontSocketName );
BattlePhaseLightFront.SetEnabled( true );
}
return;
}
super.UpdateBattlePhaseLights();
}
/** Do our radial stumble on the first few pounds */
simulated function ANIMNOTIFY_RagePoundLeft()
{
local vector ExploLocation;
if (CurrentPhase < RageExplosionMinPhase)
{
return;
}
Mesh.GetSocketWorldLocationAndRotation( 'FX_Root', ExploLocation );
TriggerRagePoundExplosion( ExploLocation );
}
/** Do our radial stumble on the first few pounds */
simulated function ANIMNOTIFY_RagePoundRight()
{
local vector ExploLocation;
if (CurrentPhase < RageExplosionMinPhase)
{
return;
}
Mesh.GetSocketWorldLocationAndRotation( 'FX_Root', ExploLocation );
TriggerRagePoundExplosion( ExploLocation );
}
/** Do our radial knockdown on the final pound */
simulated function ANIMNOTIFY_RagePoundRightFinal()
{
local vector ExploLocation;
if (CurrentPhase < RageExplosionMinPhase)
{
return;
}
Mesh.GetSocketWorldLocationAndRotation( 'FX_Root', ExploLocation );
TriggerRagePoundExplosion( ExploLocation, true );
}
function SpawnSubWave()
{
local KFAIWaveInfo SpawnInfo;
local KFGameInfo KFGI;
KFGI = KFGameInfo(WorldInfo.Game);
SpawnInfo = GetWaveInfo(CurrentPhase, KFGI.GetModifiedGameDifficulty());
KFGI.SpawnManager.SummonBossMinions(SpawnInfo.Squads, GetNumMinionsToSpawn(), false);
//King fleshpound summons once and stops. Force the stop a couple seconds after spawn.
SetTimer(2.f, true, nameof(PauseBossWave));
}
function PauseBossWave()
{
local KFGameInfo KFGI;
KFGI = KFGameInfo(WorldInfo.Game);
if (KFGI.SpawnManager.GetNumAINeeded() <= 0)
{
StopBossWave();
}
}
function StopBossWave()
{
local KFGameInfo KFGI;
KFGI = KFGameInfo(WorldInfo.Game);
Cleartimer(nameof(PauseBossWave));
KFGI.SpawnManager.StopSummoningBossMinions();
}
simulated function TriggerRagePoundExplosion( vector ExploLocation, optional bool bIsFinalPound=false )
{
local KFExplosionActor ExploActor;
// Boom
ExploActor = Spawn( class'KFExplosionActor', self,, ExploLocation );
ExploActor.InstigatorController = Controller;
ExploActor.Instigator = self;
ExploActor.Explode( bIsFinalPound ? RagePoundFinalExplosionTemplate : RagePoundExplosionTemplate, vect(0,0,1) );
}
/** Reduce damage when in hunt and heal mode */
function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
{
super.AdjustDamage(InDamage, Momentum, InstigatedBy, HitLocation, DamageType, HitInfo, DamageCauser);
if (ShieldHealth > 0)
{
ShieldHealth -= InDamage;
if (ShieldHealth < 0)
{
InDamage = Abs(ShieldHealth);
ShieldHealth = 0;
}
else
{
InDamage = 0;
}
ShieldHealthPctByte = FloatToByte(FClamp(ShieldHealth / ShieldHealthMax, 0.f, 1.f));
UpdateShield();
}
}
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function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<KFDamageType> DamageType, Actor DamageCauser)
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{
if (ShieldHealthPctByte == 0)
{
super.HandleAfflictionsOnHit(DamageInstigator, HitDir, DamageType, DamageCauser);
}
}
function SetShieldScale(float InScale)
{
ShieldHealthScale = InScale;
}
function ActivateShield()
{
local KFGameInfo KFGI;
local float HealthMod;
local float HeadHealthMod;
KFGI = KFGameInfo(WorldInfo.Game);
if (KFGI != None)
{
HealthMod = 1.f;
KFGI.DifficultyInfo.GetAIHealthModifier(self, KFGI.GetModifiedGameDifficulty(), KFGI.GetLivingPlayerCount(), HealthMod, HeadHealthMod);
ShieldHealth = ShieldHealthMaxDefaults[KFGI.GetModifiedGameDifficulty()] * HealthMod * ShieldHealthScale;
ShieldHealthMax = ShieldHealth;
ShieldHealthPctByte = 1;
UpdateShield();
}
}
simulated function ActivateShieldFX()
{
InvulnerableShieldPSC = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(InvulnerableShieldFX, Mesh, ShieldSocketName, true);
InvulnerableShieldPSC.SetAbsolute(false, true, true);
}
simulated function UpdateShield()
{
local float ShieldHealthPct;
// Not on dedicated servers
if (WorldInfo.NetMode == NM_DedicatedServer)
{
return;
}
ShieldHealthPct = ByteToFloat(ShieldHealthPctByte);
if (ShieldHealthPct > 0.f && LastShieldHealthPct <= 0.f)
{
ActivateShieldFX();
}
// Break the shield if it has no health left
if (ShieldHealthPct == 0.f
&& InvulnerableShieldPSC != none
&& InvulnerableShieldPSC.bIsActive
&& InvulnerableShieldPSC.bAttached)
{
BreakShield();
}
else if (InvulnerableShieldPSC != none)
{
if (ShieldHealthPct >= 0.75f) // Green
{
if (LastShieldHealthPct < 0.75f)
{
InvulnerableShieldPSC.SetVectorParameter('Shield_Color', MakeVectorFromColor(ShieldColorGreen));
InvulnerableShieldPSC.SetVectorParameter('Shield_CoreColor', MakeVectorFromColor(ShieldCoreColorGreen));
}
}
else if (ShieldHealthPct >= 0.5f) // Yellow
{
if (LastShieldHealthPct >= 0.75f || LastShieldHealthPct < 0.5f)
{
InvulnerableShieldPSC.SetVectorParameter('Shield_Color', MakeVectorFromColor(ShieldColorYellow));
InvulnerableShieldPSC.SetVectorParameter('Shield_CoreColor', MakeVectorFromColor(ShieldCoreColorYellow));
}
}
else if (ShieldHealthPct >= 0.25f) // Orange
{
if (LastShieldHealthPct >= 0.5f || LastShieldHealthPct < 0.25f)
{
InvulnerableShieldPSC.SetVectorParameter('Shield_Color', MakeVectorFromColor(ShieldColorOrange));
InvulnerableShieldPSC.SetVectorParameter('Shield_CoreColor', MakeVectorFromColor(ShieldCoreColorOrange));
}
}
else if (LastShieldHealthPct >= 0.25f) // Red
{
InvulnerableShieldPSC.SetVectorParameter('Shield_Color', MakeVectorFromColor(ShieldColorRed));
InvulnerableShieldPSC.SetVectorParameter('Shield_CoreColor', MakeVectorFromColor(ShieldCoreColorRed));
}
// Scale the invulnerable material param
CharacterMICs[0].SetScalarParameterValue('Scalar_DamageResist', ShieldHealthPct);
// Cache off so we know whether the material params need to change
LastShieldHealthPct = ShieldHealthPct;
UpdateShieldUI();
}
}
/** Creates a vector parameter from a standard color */
simulated function vector MakeVectorFromColor(color InColor)
{
local LinearColor LinColor;
local vector ColorVec;
LinColor = ColorToLinearColor(InColor);
ColorVec.X = LinColor.R;
ColorVec.Y = LinColor.G;
ColorVec.Z = LinColor.B;
return ColorVec;
}
/** Breaks the shield */
simulated function BreakShield()
{
local KFExplosionActor ExplosionActor;
if (WorldInfo.NetMode != NM_DedicatedServer)
{
// Detach shield and zero out material params
DetachShieldFX();
CharacterMICs[0].SetScalarParameterValue('Scalar_DamageResist', 0.0);
// Spawn a shatter explosion
ExplosionActor = Spawn(class'KFExplosionActor', self, , Location, rotator(vect(0, 0, 1)));
if (ExplosionActor != None)
{
ExplosionActor.Explode(ShieldShatterExplosionTemplate);
}
}
}
simulated function DetachShieldFX()
{
LastShieldHealthPct = 0.f;
DetachEmitter(InvulnerableShieldPSC);
UpdateShieldUI();
}
simulated function UpdateShieldUI()
{
local KFPlayerController KFPC;
KFPC = KFPlayerController(GetALocalPlayerController());
if (KFPC != none && KFPC.IsLocalController())
{
if (KFPC.MyGFxHUD != none && KFPC.MyGFxHUD.bossHealthBar != none)
{
KFPC.MyGFxHUD.bossHealthBar.UpdateBossShield(LastShieldHealthPct);
}
}
}
simulated function string GetIconPath()
{
return "ZED_Patriarch_UI.ZED-VS_Icon_Boss";
}
DefaultProperties
{
LocalizationKey=KFPawn_ZedFleshpoundKing
MonsterArchPath="ZED_ARCH.ZED_FleshpoundKing_Archetype"
PawnAnimInfo=KFPawnAnimInfo'ZED_Fleshpound_ANIM.King_Fleshpound_AnimGroup'
ControllerClass=class'KFAIController_ZedFleshpoundKing'
DifficultySettings=class'KFDifficulty_FleshpoundKing'
// ---------------------------------------------
// Stats
XPValues(0)=1291
XPValues(1)=1694
XPValues(2)=1790
XPValues(3)=1843
bIsFleshpoundClass=true
RageExplosionMinPhase=1
// ---------------------------------------------
// Gameplay
bAlwaysRelevant=true
bCanRage=true
bCanMeleeAttack=true
ZedBumpDamageScale=0.f
RageBumpDamageType=class'KFGameContent.KFDT_HeavyZedBump'
Begin Object Name=MeleeHelper_0
BaseDamage=75.f //55
MaxHitRange=250.f
MomentumTransfer=55000.f
MyDamageType=class'KFDT_Bludgeon_Fleshpound'
End Object
Health=8750 //1500
Mass=200.f
ShieldHealthMaxDefaults[0]=1800 //2000
ShieldHealthMaxDefaults[1]=2700 //3000
ShieldHealthMaxDefaults[2]=4000//2000 //3000
ShieldHealthMaxDefaults[3]=5000
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ShieldHealthScale=1.1f //1.f
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// Penetration
PenetrationResistance=5.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.75))) //0.75
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.75)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.75)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.5))) //0.3
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.6))) //0.4
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.3)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.9))) //0.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.8))) //1.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.75)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.25)))
//DamageTypeModifiers.Add((DamageType=class'KFDamageType', DamageScale=(0.5))) // All others
//special case
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_HRGHealthrower', DamageScale=(0.6)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGTeslauncher', DamageScale=(0.7)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Minigun', DamageScale=(0.6)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_MineReconstructorExplosion', DamageScale=(0.6)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_Beam', DamageScale=(1.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGeneratorSphereImpact', DamageScale=(2)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_DefaultFiremodeZapDamage', DamageScale=(1.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_AltFiremodeZapDamage', DamageScale=(1.5)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Shrink_ShrinkRayGun', DamageScale=(3.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGScorcherLightingImpact', DamageScale=(0.6)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_HRGScorcherDoT', DamageScale=(0.4)))
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//DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRG_Vampire_BloodBallImpact', DamageScale=(0.3)))
//DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRG_Vampire_BloodBallHeavyImpact', DamageScale=(0.3)))
//DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing_HRG_Vampire_CrystalSpike', DamageScale=(0.3)))
//DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding_HRG_Vampire_BloodSuck', DamageScale=(0.4)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRG_Vampire_BloodBallImpact', DamageScale=(0.4)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRG_Vampire_BloodBallHeavyImpact', DamageScale=(0.4)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing_HRG_Vampire_CrystalSpike', DamageScale=(0.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding_HRG_Vampire_BloodSuck', DamageScale=(0.7)))
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=44 //40 //20
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DamageRadius=900 //600 //700
DamageFalloffExponent=2.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_FleshpoundKingRage_Light'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'ZED_Fleshpound_King_EMIT.King_Pound_Explosion_Light'
ExplosionSound=AkEvent'ww_zed_fleshpound_2.Play_King_FP_Rage_Hit'
// Dynamic Light
//ExploLight=ExplosionPointLight
//ExploLightStartFadeOutTime=0.0
//ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=200
CamShakeOuterRadius=1200 //900
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
RagePoundExplosionTemplate=ExploTemplate0
Begin Object Class=KFGameExplosion Name=ExploTemplate1
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Damage=55 //50 //30
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DamageRadius=900 //600 //700
DamageFalloffExponent=2.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_FleshpoundKingRage_Heavy'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'ZED_Fleshpound_King_EMIT.King_Pound_Explosion_Heavy'
ExplosionSound=AkEvent'ww_zed_fleshpound_2.Play_King_FP_Rage_Hit'
// Dynamic Light
//ExploLight=ExplosionPointLight
//ExploLightStartFadeOutTime=0.0
//ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=200
CamShakeOuterRadius=1200 //900
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
RagePoundFinalExplosionTemplate=ExploTemplate1
// ---------------------------------------------
// Block Settings
MinBlockFOV=0.2f
// Custom Hit Zones (HeadHealth, SkinTypes, etc...)
HeadlessBleedOutTime=7.f
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=MaxInt, DmgScale=1.1, SkinID=1) //GoreHealth=650
HitZones[3] =(ZoneName=heart, BoneName=Spine1, Limb=BP_Special, GoreHealth=150, DmgScale=1.1, SkinID=2)
HitZones[5] =(ZoneName=lforearm, BoneName=LeftForearm, Limb=BP_LeftArm, GoreHealth=20, DmgScale=0.2, SkinID=3)
HitZones[8] =(ZoneName=rforearm, BoneName=RightForearm, Limb=BP_RightArm, GoreHealth=20, DmgScale=0.2, SkinID=3)
DoshValue=500
// ---------------------------------------------
// Movement Physics
Begin Object Name=CollisionCylinder
CollisionRadius=+0055.000000
End Object
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GroundSpeed=345.f //300.f //260
SprintSpeed=805.f //700.f //600
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ReachedEnemyThresholdScale=1.f
PhysRagdollImpulseScale=1.5f
KnockdownImpulseScale=2.0f
// ---------------------------------------------
// AI / Navigation
BumpDamageType=class'KFDT_NPCBump_Large'
BumpFrequency=0.1
DamageRecoveryTimeHeavy=0.85f //0.25f melee hits
DamageRecoveryTimeMedium=0.85 //0.09f gunhits
// ---------------------------------------------
// Special Moves
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_HoseWeaponAttack)=class'KFSM_FleshpoundKing_ChestBeam'
End Object
// for reference: Vulnerability=(default, head, legs, arms, special)
IncapSettings(AF_Stun)= (Vulnerability=(0.07, 0.41, 0.07, 0.07, 0.41), Cooldown=17.0, Duration=1.25) //1.0 // 0.5, 0.55, 0.5, 0.4, 0.55
IncapSettings(AF_Knockdown)=(Vulnerability=(0.07, 0.3, 0.07, 0.07, 0.18), Cooldown=20.0) // 0.2, 0.2, 0.4, 0.2, 0.25
IncapSettings(AF_Stumble)= (Vulnerability=(0.07, 0.22, 0.07, 0.07, 0.3), Cooldown=10.0) // 0.2, 0.2, 0.2, 0.2, 0.4
IncapSettings(AF_GunHit)= (Vulnerability=(0.07, 0.07, 0.07, 0.07, 0.5), Cooldown=1.7) // 0.1, 0.1, 0.1, 0.1, 0.5
IncapSettings(AF_MeleeHit)= (Vulnerability=(0.07, 0.71, 0.07, 0.07, 0.56), Cooldown=2.0) //1.0
IncapSettings(AF_Poison)= (Vulnerability=(0))
IncapSettings(AF_Microwave)=(Vulnerability=(0.06), Cooldown=10.0, Duration=3.0)
IncapSettings(AF_FirePanic)=(Vulnerability=(0.48), Cooldown=15.0, Duration=1.2)
IncapSettings(AF_EMP)= (Vulnerability=(0.71), Cooldown=10.0, Duration=2.2)
IncapSettings(AF_Freeze)= (Vulnerability=(0.37), Cooldown=10.0, Duration=1.0)
IncapSettings(AF_Snare)= (Vulnerability=(0.75, 1.5, 0.75, 0.75, 1.5), Cooldown=10.5, Duration=3.0)
IncapSettings(AF_Bleed)= (Vulnerability=(0.20), Cooldown=10.0)
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
ShrinkEffectModifier = 0.15f
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Begin Object Name=Afflictions_0
FireFullyCharredDuration=5
AfflictionClasses(AF_EMP)=class'KFAffliction_EMPDisrupt'
End Object
ParryResistance=4
// ---------------------------------------------
// Sounds
RageLoopSound=AkEvent'ww_zed_fleshpound_2.Play_FleshPound_Rage_Start'
RageStopSound=AkEvent'ww_zed_fleshpound_2.Play_FleshPound_Rage_Stop'
// ---------------------------------------------
// Effects
BeamAttackGlowColor=(R=0.17f, G=0.22f, B=1.0f)
Begin Object Class=PointLightComponent Name=PointLightComponent3
Brightness=2.f
Radius=128.f
FalloffExponent=4.f
LightColor=(R=148,G=168,B=255,A=255)
CastShadows=false
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=TRUE)
End Object
BattlePhaseLightTemplateBlue=PointLightComponent3
Begin Object Name=FootstepCameraShake0
bSingleInstance=true
OscillationDuration=0.25f
RotOscillation={(Pitch=(Amplitude=120.f,Frequency=60.f),Roll=(Amplitude=60.f,Frequency=40.f))}
End Object
FootstepCameraShakePitchAmplitude=120.f
FootstepCameraShakeRollAmplitude=60.f
FootstepCameraShakeInnerRadius=200
FootstepCameraShakeOuterRadius=900
// ---------------------------------------------
// Spawning
MinSpawnSquadSizeType=EST_Large
OnDeathAchievementID=KFACHID_ItsOnlyAFleshWound
// Summon squads by difficulty - Note: Preserving difficulty/wave functionality in case we need to make use of it later, despite same wave for now
SummonWaves(0)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseFourWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave')
SummonWaves(1)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseFourWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave')
SummonWaves(2)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseFourWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave')
SummonWaves(3)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave',PhaseFourWave=KFAIWaveInfo'GP_Spawning_ARCH.Outbreak.KingFleshpoundSubWave')
NumMinionsToSpawn=(X=1,Y=6)
// ---------------------------------------------
// Shield
//@TODO: Skin to FPK
// invulnerable effects
Begin Object Class=KFSkinTypeEffects_InvulnerabilityShield Name=ShieldEffects
ImpactFXArray[0]={(
Type=FXG_Ballistic,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[1]={(
Type=FXG_Bludgeon,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[2]={(
Type=FXG_Piercing,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[3]={(
Type=FXG_Slashing,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[4]={(
Type=FXG_Fire,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[5]={(
Type=FXG_Toxic,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[6]={(
Type=FXG_Healing,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[7]={(
Type=FXG_Sawblade,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[8]={(
Type=FXG_DrainLife,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[9]={(
Type=FXG_IncendiaryRound,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[10]={(
Type=FXG_UnexplodedGrenade,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[11]={(
Type=FXG_MicrowaveBlast,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[12]={(
Type=FXG_ShieldBash,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[13]={(
Type=FXG_MetalMace,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[14]={(
Type=FXG_Flare,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[15]={(
Type=FXG_Freeze,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[16]={(
Type=FXG_Bludgeon_Chains,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[17]={(
Type=FXG_MicrowaveProj,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[18]={(
Type=FXG_Electricity,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
ImpactFXArray[19]={(
Type=FXG_Slashing_Ion,
DefaultParticle=ParticleSystem'ZED_Hans_EMIT.FX_Hans_invulnerable_Hit',
DefaultSound=AkEvent'WW_Skin_Impacts.Play_IMP_Ballistic_Machine_Local')}
End Object
// Shield FX
ShieldImpactEffects=ShieldEffects
//@TODO: Skin to FPK
InvulnerableShieldFX=ParticleSystem'ZED_Fleshpound_King_EMIT.FX_King_Fleshpound_Shield'
ShieldSocketName=Hips
// Shield colors
ShieldColorGreen=(R=50,G=255,B=50)
ShieldCoreColorGreen=(R=0,G=255,B=0)
ShieldColorYellow=(R=255,G=255,B=20)
ShieldCoreColorYellow=(R=255,G=255,B=0)
ShieldColorOrange=(R=255,G=110,B=10)
ShieldCoreColorOrange=(R=255,G=105,B=0)
ShieldColorRed=(R=255,G=20,B=20)
ShieldCoreColorRed=(R=255,G=10,B=10)
// Shield shatter explosion template
Begin Object Class=KFGameExplosion Name=ShatterExploTemplate0
Damage=30
DamageRadius=500
DamageFalloffExponent=1.f
DamageDelay=0.f
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=500.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'ZED_Fleshpound_King_EMIT.King_Pound_Shield_Explosion'
ExplosionSound=AkEvent'WW_ZED_Hans.Play_Hans_Shield_Break'
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=0.5f
bOrientCameraShakeTowardsEpicenter=true
bUseOverlapCheck=false
End Object
ShieldShatterExplosionTemplate=ShatterExploTemplate0
Begin Object Class=AkComponent name=BeamHitAC0
bStopWhenOwnerDestroyed=true
End Object
FootstepAkComponent= BeamHitAC0
Components.Add(BeamHitAC0)
BeamHitAC=BeamHitAC0
bCanBePinned=false
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bCanBeKilledByShrinking=false
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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 (here defaults to this same class)
MapReplacePawnClass[0] = class'KFPawn_ZedFleshpoundKing'
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}