106 lines
3.2 KiB
Ucode
106 lines
3.2 KiB
Ucode
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//=============================================================================
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// KFPawn_ZedClot
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//=============================================================================
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// Base pawn class for Clots
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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 KFPawn_ZedClot extends KFPawn_Monster
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abstract;
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simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
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{
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Super.PostInitAnimTree( SkelComp );
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if( bCanHeadTrack )
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{
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IK_Look_Head = SkelControlLookAt(Mesh.FindSkelControl('HeadLook'));
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//IK_Look_Spine = SkelControlLookAt(Mesh.FindSkelControl('SpineLook'));
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}
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}
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/** Returns (hardcoded) dialog event ID for when players spots this zed type */
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function int GetSpotterDialogID()
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{
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local int EmergeType;
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if( IsDoingSpecialMove(SM_Emerge) )
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{
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EmergeType = SpecialMoveFlags & 0x0f;
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switch( EmergeType )
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{
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case EMERGE_Floor:
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return 142;//SPOTZ_EmergeFloor
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case EMERGE_Wall248UU:
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case EMERGE_WallHigh:
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return 140;//SPOTZ_EmergeVent
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case EMERGE_Ceiling:
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return 141;//SPOTZ_EmergeCeiling
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};
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}
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return 125;//SPOTZ_Generic
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}
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DefaultProperties
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{
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Begin Object Name=KFPawnSkeletalMeshComponent
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bPerBoneMotionBlur=false
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End Object
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bIsClotClass=true
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// ---------------------------------------------
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// Content
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MonsterArchPath="ZED_ARCH.ZED_Clot_UnDev_Archetype"
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// ---------------------------------------------
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// Gameplay
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bCanGrabAttack=true
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Begin Object Name=MeleeHelper_0
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BaseDamage=6.f
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MaxHitRange=172.f
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MomentumTransfer=25000.f
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MyDamageType=class'KFDT_Slashing_ZedWeak'
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End Object
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Health=100 // 67% KF1 scale
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DoshValue=7.0
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Mass=65.f //
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KnockedDownBySonicWaveOdds=0.23f
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bKnockdownWhenJumpedOn=true
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// ---------------------------------------------
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// Movement / Physics
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GroundSpeed=190.f
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SprintSpeed=400.f
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// ---------------------------------------------
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// Special Moves
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Begin Object Name=SpecialMoveHandler_0
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SpecialMoveClasses(SM_GrappleAttack)=class'KFGame.KFSM_GrappleCombined'
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SpecialMoveClasses(SM_Taunt)=class'KFGame.KFSM_Zed_Taunt'
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SpecialMoveClasses(SM_Emerge)=class'KFSM_Emerge'
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SpecialMoveClasses(SM_Evade)=class'KFSM_Evade'
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SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
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SpecialMoveClasses(SM_GorgeZedVictim)=class'KFGameContent.KFSM_GorgeVictim'
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End Object
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IncapSettings(AF_Stun)= (Vulnerability=(2), Cooldown=3.0)
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IncapSettings(AF_Knockdown)=(Vulnerability=(2), Cooldown=8.0)
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IncapSettings(AF_Stumble)= (Vulnerability=(2), Cooldown=1.0)
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IncapSettings(AF_GunHit)= (Vulnerability=(2), Cooldown=1.0)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(2), Cooldown=1.0)
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DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.5))
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// ---------------------------------------------
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// AI / Navigation
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//DebugRange_Melee_Material=Material'ENG_EditorResources_MAT.Debug_Radius_M'
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RotationRate=(Pitch=50000,Yaw=30000,Roll=50000)
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}
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