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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_ZedClot_AlphaKing
//=============================================================================
// Alpha clot King
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedClot_AlphaKing extends KFPawn_ZedClot_Alpha;
/** Self-rally damage modifiers */
var protected float SelfRallyDealtDamageModifier;
var protected float SelfRallyTakenDamageModifier;
/** If TRUE, this rally was applied to ourselves */
var protected bool bWasSelfRally;
// Sound when Clot King becomes enraged.
var const AkEvent EnragedSoundEvent;
/** Called immediately after gameplay begins */
simulated event PostBeginPlay()
{
local class<KFDifficulty_ClotAlphaKing> MyDifficultySettings;
local KFGameReplicationInfo KFGRI;
local byte GameDifficulty;
super.PostBeginPlay();
MyDifficultySettings = class<KFDifficulty_ClotAlphaKing>( DifficultySettings );
if( MyDifficultySettings != none )
{
// Set our (Network: ALL) difficulty-based settings
KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
if( KFGRI != none )
{
GameDifficulty = Clamp(KFGRI.GetModifiedGameDifficulty(), 0, MyDifficultySettings.default.RallyTriggerSettings.Length - 1);
SelfRallyDealtDamageModifier = MyDifficultySettings.default.RallyTriggerSettings[GameDifficulty].SelfDealtDamageModifier;
SelfRallyTakenDamageModifier = MyDifficultySettings.default.RallyTriggerSettings[GameDifficulty].SelfTakenDamageModifier;
}
}
}
event PossessedBy( Controller C, bool bVehicleTransition )
{
local KFAIController_ZedClot_AlphaKing AlphaController;
super.PossessedBy( C, bVehicleTransition );
// Initialize our rally settings
AlphaController = KFAIController_ZedClot_AlphaKing( MyKFAIC );
if( AlphaController != none )
{
AlphaController.InitRallySettings();
}
}
/** Applies the rally buff and spawns a rally effect */
simulated function bool Rally(
KFPawn RallyInstigator,
ParticleSystem RallyEffect,
name EffectBoneName,
vector EffectOffset,
ParticleSystem AltRallyEffect,
name AltEffectBoneNames[2],
vector AltEffectOffset,
optional bool bSkipEffects=false
)
{
if( RallyInstigator == self )
{
bWasSelfRally = true;
}
else
{
bWasSelfRally = false;
}
return super.Rally(RallyInstigator, RallyEffect, EffectBoneName, EffectOffset, AltRallyEffect, AltEffectBoneNames, AltEffectOffset, bSkipEffects);
}
/** Applies the rally damage boost if applicable */
simulated function int GetRallyBoostDamage( int NewDamage )
{
if( bWasSelfRally && SelfRallyDealtDamageModifier > 0.f )
{
return NewDamage * ( IsTimerActive(nameOf(Timer_EndRallyBoost)) ? SelfRallyDealtDamageModifier : 1.f );
}
else
{
return super.GetRallyBoostDamage( NewDamage );
}
}
/** Applies the rally damage reduction if applicable */
simulated function int GetRallyBoostResistance( int NewDamage )
{
if( bWasSelfRally && SelfRallyTakenDamageModifier > 0.f )
{
return NewDamage * ( IsTimerActive(nameOf(Timer_EndRallyBoost)) ? SelfRallyTakenDamageModifier : 1.f );
}
else
{
return super.GetRallyBoostDamage( NewDamage );
}
}
function int GetHitZoneIndex(name BoneName)
{
if (BoneName == 'KBArmor')
{
//Known arbitrary, hacking some things in place
return OverrideArmorFXIndex;
}
return super.GetHitZoneIndex(BoneName);
}
simulated function KFSkinTypeEffects GetHitZoneSkinTypeEffects(int HitZoneIdx)
{
if (HitZoneIdx == OverrideArmorFXIndex)
{
return CharacterArch.ImpactSkins[2];
}
return super.GetHitZoneSkinTypeEffects(HitZoneIdx);
}
function ZedExplodeArmor(int ArmorZoneIdx, name ArmorZoneName)
{
super.ZedExplodeArmor(ArmorZoneIdx, ArmorZoneName);
KFAIController_ZedClot_AlphaKing(Controller).StartArmorLoss();
}
simulated function bool SetEnraged(bool bNewEnraged)
{
local bool bSuccess;
bSuccess = super.SetEnraged(bNewEnraged);
if (bSuccess && Role == ROLE_Authority && bNewEnraged)
{
PlaySoundBase(EnragedSoundEvent);
}
return bSuccess;
}
function SetSprinting(bool bNewSprintStatus)
{
if (bNewSprintStatus == false || (MyKFAIC != none && MyKFAIC.bCanSprint))
{
super.SetSprinting(bNewSprintStatus);
}
}
defaultproperties
{
ArmorZoneStatus=3
PreviousArmorZoneStatus=3
LocalizationKey=KFPawn_ZedClot_AlphaKing
MonsterArchPath="ZED_ARCH.ZED_Clot_AlphaKing_Archetype"
ControllerClass=class'KFAIController_ZedClot_AlphaKing'
DifficultySettings=class'KFDifficulty_ClotAlphaKing'
Health=300 //100
OverrideArmorFXIndex=200
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=125, DmgScale=1.1, SkinID=1)
// Spawning
MinSpawnSquadSizeType=EST_Medium
// Movement Physics
GroundSpeed=180.f //210.f
SprintSpeed=450.f //500.f
//Gameplay
Begin Object Name=MeleeHelper_0
BaseDamage=8.f //6.f
MaxHitRange=172.f
MomentumTransfer=25000.f
MyDamageType=class'KFDT_Slashing_ZedWeak'
End Object
// Incap Settings
// for reference: Vulnerability=(default, head, legs, arms, special)
IncapSettings(AF_Stun)= (Vulnerability=(2.0, 2.0, 1.0, 1.0, 1.0), Cooldown=3.0, Duration=3.0)
IncapSettings(AF_Knockdown)=(Vulnerability=(1.f), Cooldown=1.0)
IncapSettings(AF_Stumble)= (Vulnerability=(1.3f), Cooldown=0.2)
IncapSettings(AF_GunHit)= (Vulnerability=(2.5), Cooldown=0.2)
IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.0)
IncapSettings(AF_Poison)= (Vulnerability=(3), Cooldown=6.0, Duration=3.0)
IncapSettings(AF_Microwave)=(Vulnerability=(0.5), Cooldown=10.0, Duration=2.0)
IncapSettings(AF_FirePanic)=(Vulnerability=(1.5), Cooldown=7.0, Duration=5)
IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=5.0)
IncapSettings(AF_Freeze)= (Vulnerability=(2.5), Cooldown=1.5, Duration=4.0)
IncapSettings(AF_Snare)= (Vulnerability=(10.0, 10.0, 10.0, 10.0), Cooldown=5.5, Duration=4.0)
IncapSettings(AF_Bleed)= (Vulnerability=(2.0))
ParryResistance=0
// ---------------------------------------------
// Resistance & Vulnerability
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.5))) //3.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(1.01)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(1.0))) //0.76
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.85))) //0.75
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.9))) //0.75
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(3.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.25)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.88
DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding', DamageScale=(1.0)))
//special case
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_Beam', DamageScale=(3.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGeneratorSphereImpact', DamageScale=(1.2)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_DefaultFiremodeZapDamage', DamageScale=(3.5)))
DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_AltFiremodeZapDamage', DamageScale=(3.5)))
ArmorInfoClass=class'KFZedArmorInfo_ClotKing'
RepArmorPct[0] = 255
RepArmorPct[1] = 255
bCanRage=true
EnragedSoundEvent=AkEvent'WW_ZED_Clot_Alpha.Play_Alpha_Clot_Special_Enrage'
}