2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFPawn_ZedHans
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//=============================================================================
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// Hans Boss Pawn Class
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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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//=============================================================================
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class KFPawn_ZedHans extends KFPawn_ZedHansBase;
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var() AnimSet MeleeAnimSet;
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var() AnimSet GunsAnimSet;
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/** SkelControl guns to the hip so they don't move when we play aims or additives */
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var SkelControlSingleBone RightHolsterSkelCtrl;
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var SkelControlSingleBone LeftHolsterSkelCtrl;
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/** Explosion burst template to use for surrounded AoE nerve gas attack */
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var KFGameExplosion NerveGasExplosiveBlastTemplate;
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/** Lingering explosion template to use for surrounded AoE nerve gas attack */
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var KFGameExplosion NerveGasAttackTemplate;
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/** The damage type to use when sprinting and bumping zeds */
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var class<KFDamageType> HeavyBumpDamageType;
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/** Info for minion wave spawning */
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struct ProjectileTossInfo
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{
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/** The toss velocity used to throw the projectile*/
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var vector TossVelocity;
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/** The location the projectile was spawned from*/
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var vector TossFromLocation;
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/** The location the projectile was tossed to*/
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var vector TossTargetLocation;
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/** The speed the projectile was tossed at*/
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var float TossSpeed;
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/** The Z percent the projectile was tossed at*/
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var float TossZPct;
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/** The time the projectile was thrown at*/
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var float TossTime;
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};
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/** Waves to summon at each stage by difficulty level*/
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var ProjectileTossInfo CachedGoodGrenadeToss;
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/** Events for looping ambient breathing like Darth Vader */
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var AkEvent AmbientBreathingEvent;
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var AkEvent LowHealthAmbientBreathingEvent;
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/** Restricts how often tickdialog can be called */
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var float TickDialogInterval;
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/** Backpack vent particle system (used when in hunt and heal mode) */
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var ParticleSystem BackPackSmokeEffectTemplate;
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var ParticleSystemComponent BackPackSmokePSC;
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/*********************************************************************************************
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* Battle damage phases
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**********************************************************************************************/
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var name BattlePhaseLightFrontSocketName;
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var name BattlePhaseLightBackSocketName;
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var transient PointLightComponent BattlePhaseLightTemplateGreen;
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var transient PointLightComponent BattlePhaseLightTemplateYellow;
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var transient PointLightComponent BattlePhaseLightTemplateRed;
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var transient PointLightComponent BattlePhaseLightTemplateBlinking;
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var transient PointLightComponent BattlePhaseLightFront;
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var transient PointLightComponent BattlePhaseLightBack;
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var LinearColor BattlePhaseGlowColorParamGreen;
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var LinearColor BattlePhaseGlowColorParamYellow;
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var LinearColor BattlePhaseGlowColorParamRed;
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var LinearColor BattlePhaseGlowColorParamBlinking;
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var name BattleDamageFXSocketName_LegR;
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var name BattleDamageFXSocketName_LegL;
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var name BattleDamageFXSocketName_ArmR;
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var name BattleDamageFXSocketName_ArmL;
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var name BattleDamageFXSocketName_Chest;
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var name BattleDamageFXSocketName_TorsoR;
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var name BattleDamageFXSocketName_TorsoL;
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var name BattleDamageFXSocketName_Back;
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var ParticleSystemComponent BattleDamagePSC_LegR;
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var ParticleSystemComponent BattleDamagePSC_LegL;
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var ParticleSystemComponent BattleDamagePSC_ArmR;
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var ParticleSystemComponent BattleDamagePSC_ArmL;
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var ParticleSystemComponent BattleDamagePSC_Chest;
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var ParticleSystemComponent BattleDamagePSC_TorsoR;
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var ParticleSystemComponent BattleDamagePSC_TorsoL;
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var ParticleSystemComponent BattleDamagePSC_Back;
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var ParticleSystem BattleDamageFX_Sparks_Low;
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var ParticleSystem BattleDamageFX_Sparks_Mid;
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var ParticleSystem BattleDamageFX_Sparks_High;
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var ParticleSystem BattleDamageFX_Sparks_Chest_Mid;
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var ParticleSystem BattleDamageFX_Sparks_Chest_High;
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var ParticleSystem BattleDamageFX_Sparks_Back_Mid;
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var ParticleSystem BattleDamageFX_Sparks_Back_High;
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var ParticleSystem BattleDamageFX_Blood_Mid;
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var ParticleSystem BattleDamageFX_Blood_High;
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/** Shield */
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var float LastShieldHealthPct;
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var ParticleSystem InvulnerableShieldFX;
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var ParticleSystemComponent InvulnerableShieldPSC;
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var name ShieldSocketName;
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var KFSkinTypeEffects ShieldImpactEffects;
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var KFGameExplosion ShieldShatterExplosionTemplate;
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var const color ShieldColorGreen;
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var const color ShieldCoreColorGreen;
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var const color ShieldColorYellow;
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var const color ShieldCoreColorYellow;
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var const color ShieldColorOrange;
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var const color ShieldCoreColorOrange;
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var const color ShieldColorRed;
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var const color ShieldCoreColorRed;
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simulated event ReplicatedEvent(name VarName)
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{
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if( VarName == nameof(bGunsEquipped) )
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{
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// Replicated for the case when SM_ChangeWeapons is skipped on the client.
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// If the special move is in progress, delay until SpecialMoveEnded
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if ( SpecialMove != SM_ChangeStance )
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{
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SetWeaponStance(bGunsEquipped);
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}
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}
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else
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{
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Super.ReplicatedEvent(VarName);
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}
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}
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simulated event PostBeginPlay()
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{
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Super.PostBeginPlay();
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// Give Hans his weapon
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AddDefaultInventory();
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// PostBeginPlay is called before we do our first audio update, so we need to set a valid initial position so the ambient sound works right
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AmbientAkComponent.CachedObjectPosition = Location;
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SetPawnAmbientSound( AmbientBreathingEvent );
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// Disable the KFPawn optimization because Hans uses weapon bones to spawn projectiles :(
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// @todo: Do something else to get the bones like ForceUpdateSkel() or SetForceRefPose()
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if ( WorldInfo.NetMode == NM_DedicatedServer )
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{
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Mesh.bPauseAnims = false;
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}
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// Start the dialog timer
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if( WorldInfo.NetMode != NM_Client )
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{
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SetTimer( 2.f, false, nameOf(Timer_TickHansDialog) );
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}
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}
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/** Cache weapon holster skel controls */
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simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
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{
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Super.PostInitAnimTree(SkelComp);
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RightHolsterSkelCtrl = SkelControlSingleBone(SkelComp.FindSkelControl('RightWeapon_Hip'));
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LeftHolsterSkelCtrl = SkelControlSingleBone(SkelComp.FindSkelControl('LeftWeapon_Hip'));
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}
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/** Setup animation and ragdoll here */
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simulated function SetCharacterAnimationInfo()
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{
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Super.SetCharacterAnimationInfo();
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// Hack so that designers can set Hans' melee and gun animsets from editor archetype
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// Assumes archetype animsets slot 3 is melee and slot 4 is gun
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// Assigns them and then then removes them from pawn animsets
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if (Mesh.AnimSets.Length == 5)
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{
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MeleeAnimSet = Mesh.AnimSets[3];
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GunsAnimSet = Mesh.AnimSets[4];
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Mesh.AnimSets.Remove(3, 2);
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}
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// Initialize weapon type AnimSet
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SetWeaponStance(bGunsEquipped, true);
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}
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/** Called when hans is switching between melee & ranged */
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simulated function SetWeaponStance(bool bInEquipWeapons, optional bool bForce)
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{
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local byte WeapAnimSetIdx;
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local bool bUsingGunAnimSet;
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// the weapon anim set appends to the end of the character base set
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WeapAnimSetIdx = CharacterArch.AnimSets.Length;
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// Since bAreGunsEquipped is replicated the client can check AnimSets to find out if bWasAlreadyEquipped
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if ( Mesh.AnimSets.Length > WeapAnimSetIdx && Mesh.AnimSets[WeapAnimSetIdx] == GunsAnimSet )
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{
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bUsingGunAnimSet = true;
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}
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if ( bUsingGunAnimSet != bInEquipWeapons || bForce )
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{
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bGunsEquipped = bInEquipWeapons;
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if ( bGunsEquipped )
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{
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Mesh.AnimSets[WeapAnimSetIdx] = GunsAnimSet;
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// If equipping guns at the same time as UpdateAnimations, then override
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// SkelControl's BlendOutTime so that it matches with animation
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RightHolsterSkelCtrl.SetSkelControlStrength(0.f, 0.f);
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LeftHolsterSkelCtrl.SetSkelControlStrength(0.f, 0.f);
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PlayExtraVFX('GunMode');
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}
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else
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{
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Mesh.AnimSets[WeapAnimSetIdx] = MeleeAnimSet;
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// Use SkelControl's default, editor set, BlendInTime
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RightHolsterSkelCtrl.SetSkelControlActive(true);
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LeftHolsterSkelCtrl.SetSkelControlActive(true);
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StopExtraVFX('GunMode');
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}
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// Apply new anim set and refresh animtree
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Mesh.UpdateAnimations();
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}
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}
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function SetSprinting( bool bNewSprintStatus )
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{
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local bool bWasSprinting;
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bWasSprinting = bIsSprinting;
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super.SetSprinting( bNewSprintStatus );
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if( !bIsSprinting && !bNewSprintStatus && bWasSprinting != bIsSprinting )
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{
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// Make Hans delay for a moment after finishing sprinting
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if( MyHansController != none )
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{
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MyHansController.LastAttackMoveFinishTime = WorldInfo.TimeSeconds;
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}
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}
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}
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/*********************************************************************************************
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* Attack phase related
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********************************************************************************************* */
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/** Called by PawnAnimInfo when determining whether an attack with bSpecializedMode TRUE can be performed. This makes the
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Hans use attacks from his PawnAnimInfo that are configured as "specialized" only if he's in the right battle phase. */
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simulated function bool ShouldPlaySpecialMeleeAnims()
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{
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return BattlePhases[CurrentBattlePhase -1].bCanFrenzy;
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}
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/*********************************************************************************************
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* Animation Notifies
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**********************************************************************************************/
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/** Animation notify for Hans's right-hand grenade throw */
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simulated function ANIMNOTIFY_TossGrenade_RightHand()
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{
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StartThrowingGrenade( false );
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}
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/** Animation notify for Hans's left-hand grenade throw */
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simulated function ANIMNOTIFY_TossGrenade_LeftHand()
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{
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StartThrowingGrenade( true );
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}
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/** AnimNotify which triggers an explosive AoE blast */
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simulated function ANIMNOTIFY_AoEBlast()
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{
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local KFExplosionActor ExplosionActor;
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// spawn initial nerve gas burst explosion
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ExplosionActor = Spawn( class'KFExplosionActor', self,, Location, rotator(vect(0,0,1)) );
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if( ExplosionActor != none )
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{
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ExplosionActor.Explode( NerveGasExplosiveBlastTemplate );
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}
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}
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/** AnimNotify which starts during Hans's AoE melee attack */
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simulated function ANIMNOTIFY_AoENerveGas()
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{
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local KFExplosion_HansNerveGasGrenade ExplosionActor;
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// spawn nerve gas explosion using nerve gas grenade class defaults
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if( NerveGasGrenadeClass != none )
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{
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ExplosionActor = KFExplosion_HansNerveGasGrenade( Spawn(NerveGasGrenadeClass.default.ExplosionActorClass, self,, mesh.GetBoneLocation('Root'), rotator(vect(0,0,1))) );
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if( ExplosionActor != none )
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{
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ExplosionActor.bDoFullDamage = true;
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ExplosionActor.MaxTime = 4.f;
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ExplosionActor.Interval = 0.5f;
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ExplosionActor.Explode( NerveGasAttackTemplate );
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}
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}
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}
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/*********************************************************************************************
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* Grenade Tossing
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**********************************************************************************************/
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/** Find a good velocity to throw a grenade at to hit our enemy, and cache it for later use. Returns true if we found a good place */
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function bool CacheGrenadeThrowLocation( optional bool bLeftHand )
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{
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local vector StartThrowLocation, TargetLocation, UsedEnemyLocation;
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local name HandSocketName;
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local vector TossVelocity, Extent, Offset;
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local bool bFoundVel;
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local float XYExtent, ZExtent;
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local float TossZPct;
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local bool bUsingCachedValues;
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local class<KFProj_Grenade> UsedGrenadeClass;
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local int RandIdx, i;
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local array<TrackedEnemyInfo> TargetCandidates;
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if( !bLeftHand )
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{
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HandSocketName = RightHandSocketName;
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}
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else
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{
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HandSocketName = LeftHandSocketName;
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}
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Mesh.GetSocketWorldLocationAndRotation( HandSocketName, StartThrowLocation );
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// Set a default grenade class in case one hasn't been set yet (like when Hans is calling this function to figure out if he wants to attack)
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if( ActiveGrenadeClass == none )
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{
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UsedGrenadeClass = ExplosiveGrenadeClass;
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}
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else
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{
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UsedGrenadeClass = ExplosiveGrenadeClass;
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}
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// Randomly throw the grenades at other enemies :)
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if( MyHansController != none && MyHansController.RecentlySeenEnemyList.Length > 0 )
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{
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// Validate targets to throw grenades at
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for( i = MyHansController.RecentlySeenEnemyList.Length-1; i >= 0; i-- )
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{
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if( MyHansController.RecentlySeenEnemyList[i].TrackedEnemy == none
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|| !MyHansController.RecentlySeenEnemyList[i].TrackedEnemy.IsAliveAndWell()
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|| !MyHansController.RecentlySeenEnemyList[i].TrackedEnemy.CanAITargetThisPawn(MyHansController) )
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{
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MyHansController.RecentlySeenEnemyList.Remove(i,1);
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continue;
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}
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else if( !NeedToTurnEx(MyHansController.RecentlySeenEnemyList[i].LastVisibleLocation, 0.0) )
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{
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TargetCandidates[TargetCandidates.Length] = MyHansController.RecentlySeenEnemyList[i];
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}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clear out this pawn if it was the last one we fired at and it was engaged recently
|
|
|
|
for( i = TargetCandidates.Length-1; i >= 0; i-- )
|
|
|
|
{
|
|
|
|
if( TargetCandidates.Length > 1 && TargetCandidates[i].TrackedEnemy == MyHansController.LastRecentlySeenEnemyGrenaded
|
|
|
|
&& `TimeSince(TargetCandidates[i].LastTimeGrenadeAttacked) < 5.0 )
|
|
|
|
{
|
|
|
|
TargetCandidates.Remove(i,1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Debug drawing of our view area for selecting grenade targets
|
|
|
|
// Get camera location/rotation
|
|
|
|
// MyHansController.GetPlayerViewPoint( CamLoc, CamRot );
|
|
|
|
// GetAxes( CamRot, X, Y, Z );
|
|
|
|
// FlushPersistentDebugLines();
|
|
|
|
// DrawDebugCone(CamLoc,X,500.0, Acos(0.0), Acos(0.0),16,MakeColor(0,255,0,255),true);
|
|
|
|
|
|
|
|
// Get a random visible enemy to pitch a grenade at
|
|
|
|
if( TargetCandidates.Length > 0 )
|
|
|
|
{
|
|
|
|
RandIdx = Rand(TargetCandidates.Length);
|
|
|
|
//`log("Selected random grenade target index "$RandIdx$" Pawn: "$TargetCandidates[RandIdx].TrackedEnemy);
|
|
|
|
UsedEnemyLocation = TargetCandidates[RandIdx].LastVisibleLocation;
|
|
|
|
// Store that we recently planned to pitch a nade at this guy
|
|
|
|
MyHansController.LastRecentlySeenEnemyGrenaded = TargetCandidates[RandIdx].TrackedEnemy;
|
|
|
|
MyHansController.RecentlySeenEnemyList[RandIdx].LastTimeGrenadeAttacked = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UsedEnemyLocation = MyKFAIC.Enemy.Location;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UsedEnemyLocation = MyKFAIC.Enemy.Location;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Lead my target a little */
|
|
|
|
Offset = UsedGrenadeClass.static.StaticGetTimeToLocation( UsedEnemyLocation, StartThrowLocation, MyKFAIC ) * MyKFAIC.Enemy.Velocity;
|
|
|
|
|
|
|
|
TargetLocation = UsedEnemyLocation + Offset;
|
|
|
|
/** Grenade collision extent */
|
|
|
|
XYExtent = UsedGrenadeClass.default.CylinderComponent.CollisionRadius;
|
|
|
|
ZExtent = UsedGrenadeClass.default.CylinderComponent.CollisionHeight;
|
|
|
|
|
|
|
|
Extent.X = XYExtent;
|
|
|
|
Extent.Y = XYExtent;
|
|
|
|
Extent.Z = ZExtent;
|
|
|
|
|
|
|
|
// Try a normal throw
|
|
|
|
TossZPct = 0.55;
|
|
|
|
bFoundVel = SuggestTossVelocity(TossVelocity, TargetLocation, StartThrowLocation, UsedGrenadeClass.default.Speed,, TossZPct, Extent);
|
|
|
|
|
|
|
|
// Try a high throw
|
|
|
|
if( !bFoundVel )
|
|
|
|
{
|
|
|
|
TossZPct = 0.85;
|
|
|
|
bFoundVel = SuggestTossVelocity(TossVelocity, TargetLocation, StartThrowLocation, UsedGrenadeClass.default.Speed,, TossZPct, Extent);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scale resulting toss velocity a little
|
|
|
|
// @NOTE: TossVelocity() is pretty shitty. Does not really give accurate velocity predictions. -MattF
|
|
|
|
if( Velocity == vect(0,0,0) )
|
|
|
|
{
|
|
|
|
// Scale velocity down 10% if enemy is standing still
|
|
|
|
TossVelocity *= 0.9f;
|
|
|
|
}
|
|
|
|
TossVelocity.X *= 0.75f;
|
|
|
|
TossVelocity.Y *= 0.75f;
|
|
|
|
|
|
|
|
// Add velocity modifier. We're scaling this up because we want the grenade to explode
|
|
|
|
// around the time the player runs over it.
|
|
|
|
TossVelocity += MyKFAIC.Enemy.Velocity * 1.5f;
|
|
|
|
|
|
|
|
// Subtract our own velocity
|
|
|
|
TossVelocity -= Velocity;
|
|
|
|
|
|
|
|
// Used cached grenade throw values if we can't find any good ones
|
|
|
|
if( !bFoundVel && `TimeSince(CachedGoodGrenadeToss.TossTime) < 5.0 )
|
|
|
|
{
|
|
|
|
TossVelocity = CachedGoodGrenadeToss.TossVelocity;
|
|
|
|
TargetLocation = CachedGoodGrenadeToss.TossTargetLocation;
|
|
|
|
bUsingCachedValues = true;
|
|
|
|
//`log("Using Cached values to throw a grenade Timesince: "$`TimeSince(CachedGoodGrenadeToss.TossTime));
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bFoundVel || bUsingCachedValues )
|
|
|
|
{
|
|
|
|
// Only cache the values if this is an actual good real throw
|
|
|
|
if( !bUsingCachedValues )
|
|
|
|
{
|
|
|
|
CachedGoodGrenadeToss.TossVelocity = TossVelocity;
|
|
|
|
CachedGoodGrenadeToss.TossFromLocation = StartThrowLocation;
|
|
|
|
CachedGoodGrenadeToss.TossTargetLocation = TargetLocation;
|
|
|
|
CachedGoodGrenadeToss.TossSpeed = UsedGrenadeClass.default.Speed*1.2f;
|
|
|
|
CachedGoodGrenadeToss.TossZPct = TossZPct;
|
|
|
|
CachedGoodGrenadeToss.TossTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Start the process for throwing a grenade from the appropriate mesh socket */
|
|
|
|
function StartThrowingGrenade( optional bool bLeftHand )
|
|
|
|
{
|
|
|
|
if( Health > 0 && IsThrowingGrenade() )
|
|
|
|
{
|
|
|
|
if( CacheGrenadeThrowLocation( bLeftHand ) )
|
|
|
|
{
|
|
|
|
ThrowGrenade();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Spawns a grenade projectile at the cached throw speed and location */
|
|
|
|
simulated function bool ThrowGrenade()
|
|
|
|
{
|
|
|
|
local rotator DirToEnemy;
|
|
|
|
local KFProj_Grenade MyGrenade;
|
|
|
|
local float TossSpeed;
|
|
|
|
|
|
|
|
MyGrenade = Spawn( ActiveGrenadeClass, self,, CachedGoodGrenadeToss.TossFromLocation );
|
|
|
|
|
|
|
|
if( MyGrenade == none )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Found a trajectory that's good enough, so let the grenade fly */
|
|
|
|
MyGrenade.Instigator = self;
|
|
|
|
MyGrenade.InstigatorController = Controller;
|
|
|
|
|
|
|
|
TossSpeed = VSize(CachedGoodGrenadeToss.TossVelocity);
|
|
|
|
DirToEnemy = Rotator(normal(CachedGoodGrenadeToss.TossVelocity));
|
|
|
|
DirToEnemy = AddGrenadeSpread(DirToEnemy);
|
|
|
|
MyGrenade.Init( vector(DirToEnemy) );
|
|
|
|
|
|
|
|
if( bDoingBarrage && BarrageTossCount == 0 && ActiveGrenadeClass == SmokeGrenadeClass )
|
|
|
|
{
|
|
|
|
// Hans is doing a smoke grenade barrage, throw one grenade straight down to obscure Hans
|
|
|
|
MyGrenade.Velocity = vect(0,0,-1) * TossSpeed;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Throw the grenade at the enemy
|
|
|
|
MyGrenade.Velocity = vector(DirToEnemy) * TossSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Store the last time we threw each type of grenade or barrage
|
|
|
|
if( bDoingBarrage )
|
|
|
|
{
|
|
|
|
if( ActiveGrenadeClass == ExplosiveGrenadeClass )
|
|
|
|
{
|
|
|
|
LastHENadeBarrageTime = WorldInfo.TimeSeconds;
|
|
|
|
LastOffensiveNadeTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
else if( ActiveGrenadeClass == NerveGasGrenadeClass )
|
|
|
|
{
|
|
|
|
LastNerveGasBarrageTime = WorldInfo.TimeSeconds;
|
|
|
|
LastOffensiveNadeTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
else if( ActiveGrenadeClass == SmokeGrenadeClass )
|
|
|
|
{
|
|
|
|
// For now count a smoke grenade barrage as a smoke toss, so we don't immeditately toss a couple of smoke right after a barrage
|
|
|
|
LastSmokeTossTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( ActiveGrenadeClass == ExplosiveGrenadeClass )
|
|
|
|
{
|
|
|
|
LastHENadeTossTime = WorldInfo.TimeSeconds;
|
|
|
|
LastOffensiveNadeTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
else if( ActiveGrenadeClass == NerveGasGrenadeClass )
|
|
|
|
{
|
|
|
|
LastNerveGasTossTime = WorldInfo.TimeSeconds;
|
|
|
|
LastOffensiveNadeTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
else if( ActiveGrenadeClass == SmokeGrenadeClass )
|
|
|
|
{
|
|
|
|
LastSmokeTossTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BarrageTossCount++;
|
|
|
|
|
|
|
|
`DialogManager.PlaySpotGrenadeDialog( self );
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds any fire spread offset to the passed in rotator
|
|
|
|
* @param Aim the base aim direction
|
|
|
|
* @return the adjusted aim direction
|
|
|
|
*/
|
|
|
|
simulated function rotator AddGrenadeSpread(rotator BaseAim)
|
|
|
|
{
|
|
|
|
local vector X, Y, Z;
|
|
|
|
local float RandY, RandZ;
|
|
|
|
|
|
|
|
// Add in any spread.
|
|
|
|
GetAxes(BaseAim, X, Y, Z);
|
|
|
|
RandY = FRand() - 0.5;
|
|
|
|
RandZ = Sqrt(0.5 - Square(RandY)) * (FRand() - 0.5);
|
|
|
|
return rotator(X + RandY * GrenadeTossSpread.Y * Y + RandZ * GrenadeTossSpread.Z * Z);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Return true if busy throwing grenade(s) or using AICommand_ThrowGrenade */
|
|
|
|
function bool IsThrowingGrenade()
|
|
|
|
{
|
|
|
|
if( Health <= 0 || MyKFAIC == none )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return IsDoingSpecialMove(SM_Hans_ThrowGrenade)
|
|
|
|
|| IsDoingSpecialMove(SM_Hans_GrenadeBarrage)
|
|
|
|
|| IsDoingSpecialMove(SM_Hans_GrenadeHalfBarrage)
|
|
|
|
|| AICommand_ThrowGrenade(MyKFAIC.GetActiveCommand()) != none;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function DrawDebugOverheadText( KFHUDBase HUD, Out Vector2d ScreenPos )
|
|
|
|
{
|
|
|
|
local Canvas Canvas;
|
|
|
|
local Vector ScreenLoc;
|
|
|
|
local bool bShowAllCategories;
|
|
|
|
|
|
|
|
Super.DrawDebugOverheadText( HUD, ScreenPos );
|
|
|
|
|
|
|
|
if( !IsAliveAndWell() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Canvas = HUD.Canvas;
|
|
|
|
ScreenLoc = Canvas.Project( Location + vect(0,0,1) * GetCollisionHeight() * 1.5f );
|
|
|
|
if( ScreenLoc.X < 0 || ScreenLoc.X >= HUD.Canvas.ClipX || ScreenLoc.Y < 0 && ScreenLoc.Y >= HUD.Canvas.ClipY )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HUD.ShouldDisplayDebug('All') )
|
|
|
|
{
|
|
|
|
bShowAllCategories = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( MyHansController != none && (bShowAllCategories || HUD.ShouldDisplayDebug('RangedCombat')) )
|
|
|
|
{
|
|
|
|
MyHansController.DrawRangedAttackInfo( HUD );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*********************************************************************************************
|
|
|
|
* Dialog / Audio
|
|
|
|
**********************************************************************************************/
|
|
|
|
/** Returns (hardcoded) dialog event ID for when players kills this zed type */
|
|
|
|
function int GetKillerDialogID()
|
|
|
|
{
|
|
|
|
return 67;//KILL_Boss
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Returns (hardcoded) dialog event ID for when players spots this zed type */
|
|
|
|
function int GetSpotterDialogID()
|
|
|
|
{
|
|
|
|
return 127;//SPOTZ_BossGeneric
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Returns (hardcoded) dialog event ID for when trader gives advice to player who was killed by this zed type */
|
|
|
|
static function int GetTraderAdviceID()
|
|
|
|
{
|
|
|
|
return 47;//TRAD_AdviceHans
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Players dialog such as taunts at regular intervals */
|
|
|
|
function Timer_TickHansDialog()
|
|
|
|
{
|
|
|
|
if( !IsAliveAndWell() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !IsDoingSpecialMove() )
|
|
|
|
{
|
|
|
|
`DialogManager.PlayHansTickDialog( self );
|
|
|
|
}
|
|
|
|
|
|
|
|
SetTimer( TickDialogInterval, false, nameOf(Timer_TickHansDialog) );
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Play music for this boss (overridden for each boss) */
|
|
|
|
function PlayBossMusic()
|
|
|
|
{
|
|
|
|
if( KFGameInfo(WorldInfo.Game) != none )
|
|
|
|
{
|
|
|
|
KFGameInfo(WorldInfo.Game).ForceHansMusicTrack();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*********************************************************************************************
|
|
|
|
* Damage
|
|
|
|
**********************************************************************************************/
|
|
|
|
event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
|
|
|
|
{
|
|
|
|
local float OldHealthPct;
|
|
|
|
|
|
|
|
OldHealthPct = GetHealthPercentage();
|
|
|
|
|
|
|
|
super.TakeDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType, HitInfo, DamageCauser );
|
|
|
|
|
|
|
|
// change ambient breathing event to "low health"
|
|
|
|
if( OldHealthPct > 0.25f && GetHealthPercentage() <= 0.25f )
|
|
|
|
{
|
|
|
|
SetPawnAmbientSound( LowHealthAmbientBreathingEvent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
`if(`__TW_)
|
|
|
|
event bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType, optional bool bCanRepairArmor=true, optional bool bMessageHealer=true)
|
|
|
|
`else
|
|
|
|
event bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
|
|
|
|
`endif
|
|
|
|
{
|
|
|
|
local bool retval;
|
|
|
|
local float OldHealthPct;
|
|
|
|
|
|
|
|
OldHealthPct = GetHealthPercentage();
|
|
|
|
|
|
|
|
retval = super.HealDamage( Amount, Healer, DamageType );
|
|
|
|
|
|
|
|
// change ambient breathing back to normal
|
|
|
|
if( OldHealthPct <= 0.25f && GetHealthPercentage() > 0.25f )
|
|
|
|
{
|
|
|
|
SetPawnAmbientSound( AmbientBreathingEvent );
|
|
|
|
}
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Overridden so Hans doesn't get his head damaged while he is alive */
|
|
|
|
function TakeHitZoneDamage(float Damage, class<DamageType> DamageType, int HitZoneIdx, vector InstigatorLocation)
|
|
|
|
{
|
|
|
|
// Only damage head if Hans is dead
|
|
|
|
if( HitZoneIdx != HZI_HEAD || Health <= 0 )
|
|
|
|
{
|
|
|
|
Super.TakeHitZoneDamage(Damage, DamageType, HitZoneIdx, InstigatorLocation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Overridden so that Hans head doesn't take gore damage while he's alive */
|
|
|
|
function bool CanInjureHitZone(class<DamageType> DamageType, int HitZoneIdx)
|
|
|
|
{
|
|
|
|
local class<KFDamageType> KFDmgType;
|
|
|
|
local name HitZoneName;
|
|
|
|
|
|
|
|
if ( bPlayedDeath )
|
|
|
|
{
|
|
|
|
KFDmgType = class<KFDamageType>(DamageType);
|
|
|
|
HitZoneName = HitZones[HitZoneIdx].ZoneName;
|
|
|
|
if ( KFDmgType != none && KFDmgType.static.CanDismemberHitZone( HitZoneName ) )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
function class<KFDamageType> GetBumpAttackDamageType()
|
|
|
|
{
|
|
|
|
return HeavyBumpDamageType;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Turns hunt and heal FX on or off */
|
|
|
|
simulated function SetHuntAndHealMode( bool bOn )
|
|
|
|
{
|
|
|
|
super.SetHuntAndHealMode( bOn );
|
|
|
|
|
|
|
|
if( WorldInfo.NetMode == NM_DedicatedServer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bOn )
|
|
|
|
{
|
|
|
|
PlayHuntAndHealModeFX();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StopHuntAndHealModeFX();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Turns hunt and heal backpack vent smoke on */
|
|
|
|
simulated function PlayHuntAndHealModeFX()
|
|
|
|
{
|
|
|
|
BackPackSmokePSC = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BackPackSmokeEffectTemplate, Mesh, BattleDamageFXSocketName_Back, true);
|
|
|
|
|
|
|
|
InvulnerableShieldPSC = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(InvulnerableShieldFX, Mesh, ShieldSocketName, true);
|
|
|
|
InvulnerableShieldPSC.SetAbsolute(false, true, true);
|
|
|
|
if( ShieldHealthPctByte > 0 )
|
|
|
|
{
|
|
|
|
UpdateShieldColor();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Updates the color of the shield based on its health */
|
|
|
|
simulated function UpdateShieldColor()
|
|
|
|
{
|
|
|
|
local float ShieldHealthPct;
|
|
|
|
|
|
|
|
// Not on dedicated servers
|
|
|
|
if( WorldInfo.NetMode == NM_DedicatedServer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ShieldHealthPct = ByteToFloat( ShieldHealthPctByte );
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
UpdateShieldUIOnLocalController(LastShieldHealthPct);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function UpdateShieldUIOnLocalController(float ShieldPercent)
|
|
|
|
{
|
|
|
|
if(!KFPC.IsLocalController())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(KFPC != none && KFPC.MyGFxHUD != none && KFPC.MyGFxHUD.bossHealthBar != none)
|
|
|
|
{
|
|
|
|
KFPC.MyGFxHUD.bossHealthBar.UpdateBossShield(ShieldPercent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/** 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 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
super.BreakShield();
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Turns hunt and heal backpack vent smoke off */
|
|
|
|
simulated function StopHuntAndHealModeFX()
|
|
|
|
{
|
|
|
|
DetachEmitter( BackPackSmokePSC );
|
|
|
|
DetachShieldFX();
|
|
|
|
|
|
|
|
CharacterMICs[0].SetScalarParameterValue( 'Scalar_DamageResist', 0.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function DetachShieldFX()
|
|
|
|
{
|
|
|
|
LastShieldHealthPct = 0.f;
|
|
|
|
DetachEmitter( InvulnerableShieldPSC );
|
|
|
|
UpdateShieldUIOnLocalController(LastShieldHealthPct);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Turns hunt and heal backpack vent smoke off on termination */
|
|
|
|
simulated function TerminateEffectsOnDeath()
|
|
|
|
{
|
|
|
|
SetHuntAndHealMode( false );
|
|
|
|
|
|
|
|
super.TerminateEffectsOnDeath();
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Overloaded to call OnBattlePhaseChanged */
|
|
|
|
function IncrementBattlePhase()
|
|
|
|
{
|
|
|
|
super.IncrementBattlePhase();
|
|
|
|
|
|
|
|
OnBattlePhaseChanged();
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Updates battle damage cosmetics */
|
|
|
|
simulated function OnBattlePhaseChanged()
|
|
|
|
{
|
|
|
|
if( WorldInfo.NetMode == NM_DedicatedServer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
super.OnBattlePhaseChanged();
|
|
|
|
|
|
|
|
UpdateBattlePhaseLights();
|
|
|
|
UpdateBattlePhaseMaterials();
|
|
|
|
UpdateBattlePhaseParticles();
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Updates dynamic lights based on battle phase */
|
|
|
|
simulated function UpdateBattlePhaseLights()
|
|
|
|
{
|
|
|
|
local PointLightComponent LightTemplate;
|
|
|
|
|
|
|
|
if( BattlePhaseLightFront != none )
|
|
|
|
{
|
|
|
|
BattlePhaseLightFront.DetachFromAny();
|
|
|
|
BattlePhaseLightFront = none;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( BattlePhaseLightBack != none )
|
|
|
|
{
|
|
|
|
BattlePhaseLightBack.DetachFromAny();
|
|
|
|
BattlePhaseLightBack = none;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( CurrentBattlePhase )
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
LightTemplate = BattlePhaseLightTemplateGreen;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
LightTemplate = BattlePhaseLightTemplateYellow;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
LightTemplate = BattlePhaseLightTemplateRed;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4:
|
|
|
|
// don't activate lights after death
|
|
|
|
if( IsAliveAndWell() )
|
|
|
|
{
|
|
|
|
LightTemplate = BattlePhaseLightTemplateBlinking;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
|
|
|
|
if( LightTemplate != none )
|
|
|
|
{
|
|
|
|
BattlePhaseLightFront = new(self) Class'PointLightComponent' (LightTemplate);
|
|
|
|
BattlePhaseLightBack = new(self) Class'PointLightComponent' (LightTemplate);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( BattlePhaseLightFront != none )
|
|
|
|
{
|
|
|
|
Mesh.AttachComponentToSocket(BattlePhaseLightFront, BattlePhaseLightFrontSocketName);
|
|
|
|
BattlePhaseLightFront.SetEnabled( true );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( BattlePhaseLightBack != none )
|
|
|
|
{
|
|
|
|
Mesh.AttachComponentToSocket(BattlePhaseLightBack, BattlePhaseLightBackSocketName);
|
|
|
|
BattlePhaseLightBack.SetEnabled( true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Updates battle damage on material instance based on battle phase */
|
|
|
|
simulated function UpdateBattlePhaseMaterials()
|
|
|
|
{
|
|
|
|
local MaterialInstanceConstant MIC;
|
|
|
|
|
|
|
|
MIC = CharacterMICs[0];
|
|
|
|
|
|
|
|
switch( CurrentBattlePhase )
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_BattleGrime', 0.0 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_Damage_Blood_Contrast', 1.0 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_GlowFlashing', 0.0 );
|
|
|
|
MIC.SetVectorParameterValue( 'Vector_GlowColor', BattlePhaseGlowColorParamGreen );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_BattleGrime', 0.25 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_Damage_Blood_Contrast', 1.48 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_GlowFlashing', 0.0 );
|
|
|
|
MIC.SetVectorParameterValue( 'Vector_GlowColor', BattlePhaseGlowColorParamYellow );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_BattleGrime', 0.25 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_Damage_Blood_Contrast', 1.49 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_GlowFlashing', 0.0 );
|
|
|
|
MIC.SetVectorParameterValue( 'Vector_GlowColor', BattlePhaseGlowColorParamRed );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4:
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_BattleGrime', 0.5 );
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_Damage_Blood_Contrast', 1.6 );
|
|
|
|
// don't activate blinking after death
|
|
|
|
MIC.SetScalarParameterValue( 'Scalar_GlowFlashing', IsAliveAndWell() ? 1.0 : 0.0 );
|
|
|
|
MIC.SetVectorParameterValue( 'Vector_GlowColor', BattlePhaseGlowColorParamBlinking );
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Updates battle damage emitters based on battle phase */
|
|
|
|
simulated function UpdateBattlePhaseParticles()
|
|
|
|
{
|
|
|
|
switch( CurrentBattlePhase )
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
// no emitters
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
DetachEmitter( BattleDamagePSC_LegR );
|
|
|
|
DetachEmitter( BattleDamagePSC_ArmL );
|
|
|
|
DetachEmitter( BattleDamagePSC_Chest );
|
|
|
|
|
|
|
|
BattleDamagePSC_LegR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Low, Mesh, BattleDamageFXSocketName_LegR, true);
|
|
|
|
BattleDamagePSC_ArmL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Low, Mesh, BattleDamageFXSocketName_ArmL, true);
|
|
|
|
BattleDamagePSC_Chest = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Low, Mesh, BattleDamageFXSocketName_Chest, true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
DetachEmitter( BattleDamagePSC_LegR );
|
|
|
|
DetachEmitter( BattleDamagePSC_LegL );
|
|
|
|
DetachEmitter( BattleDamagePSC_ArmR );
|
|
|
|
DetachEmitter( BattleDamagePSC_ArmL );
|
|
|
|
DetachEmitter( BattleDamagePSC_Chest );
|
|
|
|
DetachEmitter( BattleDamagePSC_TorsoR );
|
|
|
|
DetachEmitter( BattleDamagePSC_TorsoL );
|
|
|
|
DetachEmitter( BattleDamagePSC_Back );
|
|
|
|
|
|
|
|
BattleDamagePSC_LegR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Mid, Mesh, BattleDamageFXSocketName_LegR, true);
|
|
|
|
BattleDamagePSC_LegL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Low, Mesh, BattleDamageFXSocketName_LegL, true);
|
|
|
|
BattleDamagePSC_ArmR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Low, Mesh, BattleDamageFXSocketName_ArmR, true);
|
|
|
|
BattleDamagePSC_ArmL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Mid, Mesh, BattleDamageFXSocketName_ArmL, true);
|
|
|
|
BattleDamagePSC_Chest = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Chest_Mid, Mesh, BattleDamageFXSocketName_Chest, true);
|
|
|
|
BattleDamagePSC_TorsoR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Blood_Mid, Mesh, BattleDamageFXSocketName_TorsoR, true);
|
|
|
|
BattleDamagePSC_TorsoL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Blood_Mid, Mesh, BattleDamageFXSocketName_TorsoL, true);
|
|
|
|
BattleDamagePSC_Back = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Back_Mid, Mesh, BattleDamageFXSocketName_Back, true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4:
|
|
|
|
DetachEmitter( BattleDamagePSC_LegR );
|
|
|
|
DetachEmitter( BattleDamagePSC_LegL );
|
|
|
|
DetachEmitter( BattleDamagePSC_ArmR );
|
|
|
|
DetachEmitter( BattleDamagePSC_ArmL );
|
|
|
|
DetachEmitter( BattleDamagePSC_Chest );
|
|
|
|
DetachEmitter( BattleDamagePSC_TorsoR );
|
|
|
|
DetachEmitter( BattleDamagePSC_TorsoL );
|
|
|
|
DetachEmitter( BattleDamagePSC_Back );
|
|
|
|
|
|
|
|
// don't spawn emitters after death
|
|
|
|
if( IsAliveAndWell() )
|
|
|
|
{
|
|
|
|
BattleDamagePSC_LegR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_High, Mesh, BattleDamageFXSocketName_LegR, true);
|
|
|
|
BattleDamagePSC_LegL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_High, Mesh, BattleDamageFXSocketName_LegL, true);
|
|
|
|
BattleDamagePSC_ArmR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_High, Mesh, BattleDamageFXSocketName_ArmR, true);
|
|
|
|
BattleDamagePSC_ArmL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_High, Mesh, BattleDamageFXSocketName_ArmL, true);
|
|
|
|
BattleDamagePSC_Chest = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Chest_High, Mesh, BattleDamageFXSocketName_Chest, true);
|
|
|
|
BattleDamagePSC_TorsoR = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Blood_High, Mesh, BattleDamageFXSocketName_TorsoR, true);
|
|
|
|
BattleDamagePSC_TorsoL = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Blood_High, Mesh, BattleDamageFXSocketName_TorsoL, true);
|
|
|
|
BattleDamagePSC_Back = WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(BattleDamageFX_Sparks_Back_High, Mesh, BattleDamageFXSocketName_Back, true);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Gets skin effects associated with hit zone (allows pawns to override) */
|
|
|
|
simulated function KFSkinTypeEffects GetHitZoneSkinTypeEffects( int HitZoneIdx )
|
|
|
|
{
|
|
|
|
if( bInHuntAndHealMode && ShieldHealthPctByte > 0 )
|
|
|
|
{
|
|
|
|
return ShieldImpactEffects;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return super.GetHitZoneSkinTypeEffects( HitZoneIdx );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DefaultProperties
|
|
|
|
{
|
|
|
|
LocalizationKey=KFPawn_ZedHans
|
|
|
|
bLargeZed=true
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Stats
|
|
|
|
XPValues(0)=1291
|
|
|
|
XPValues(1)=1694
|
|
|
|
XPValues(2)=1790
|
|
|
|
XPValues(3)=1843
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Content
|
|
|
|
MonsterArchPath="ZED_ARCH.ZED_Hans_Archetype"
|
|
|
|
PawnAnimInfo=KFPawnAnimInfo'ZED_Hans_ANIM.Hans_AnimGroup'
|
|
|
|
|
|
|
|
MeleeAnimSet=AnimSet'ZED_Hans_ANIM.Hans_Melee_Master'
|
|
|
|
GunsAnimSet=AnimSet'ZED_Hans_ANIM.Hans_Gun_Master'
|
|
|
|
ExplosiveGrenadeClass=class'KFGameContent.KFProj_HansHEGrenade'
|
|
|
|
SeasonalExplosiveGrenadeClasses(SEI_None)=class'KFGameContent.KFProj_HansHEGrenade'
|
|
|
|
SeasonalExplosiveGrenadeClasses(SEI_Spring)=class'KFGameContent.KFProj_HansHEGrenade'
|
|
|
|
SeasonalExplosiveGrenadeClasses(SEI_Summer)=class'KFGameContent.KFProj_HansHEGrenade'
|
|
|
|
SeasonalExplosiveGrenadeClasses(SEI_Fall)=class'KFGameContent.KFProj_HansHEGrenade_Halloween'
|
|
|
|
SeasonalExplosiveGrenadeClasses(SEI_Winter)=class'KFGameContent.KFProj_HansHEGrenade'
|
|
|
|
NerveGasGrenadeClass=class'KFGameContent.KFProj_HansNerveGasGrenade'
|
|
|
|
SeasonalNerveGasGrenadeClasses(SEI_None)=class'KFGameContent.KFProj_HansNerveGasGrenade'
|
|
|
|
SeasonalNerveGasGrenadeClasses(SEI_Spring)=class'KFGameContent.KFProj_HansNerveGasGrenade'
|
|
|
|
SeasonalNerveGasGrenadeClasses(SEI_Summer)=class'KFGameContent.KFProj_HansNerveGasGrenade'
|
|
|
|
SeasonalNerveGasGrenadeClasses(SEI_Fall)=class'KFGameContent.KFProj_HansNerveGasGrenade_Halloween'
|
|
|
|
SeasonalNerveGasGrenadeClasses(SEI_Winter)=class'KFGameContent.KFProj_HansNerveGasGrenade'
|
|
|
|
SmokeGrenadeClass=class'KFGameContent.KFProj_HansSmokeGrenade'
|
|
|
|
SeasonalSmokeGrenadeClasses(SEI_None)=class'KFGameContent.KFProj_HansSmokeGrenade'
|
|
|
|
SeasonalSmokeGrenadeClasses(SEI_Spring)=class'KFGameContent.KFProj_HansSmokeGrenade'
|
|
|
|
SeasonalSmokeGrenadeClasses(SEI_Summer)=class'KFGameContent.KFProj_HansSmokeGrenade'
|
|
|
|
SeasonalSmokeGrenadeClasses(SEI_Fall)=class'KFGameContent.KFProj_HansSmokeGrenade_Halloween'
|
|
|
|
SeasonalSmokeGrenadeClasses(SEI_Winter)=class'KFGameContent.KFProj_HansSmokeGrenade'
|
|
|
|
HeavyBumpDamageType=class'KFGameContent.KFDT_HeavyZedBump'
|
|
|
|
DifficultySettings=class'KFDifficulty_Hans'
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Special Moves
|
|
|
|
Begin Object Name=SpecialMoveHandler_0
|
|
|
|
SpecialMoveClasses(SM_GrappleAttack)=class'KFSM_GrappleAttack_Hans'
|
|
|
|
SpecialMoveClasses(SM_ChangeStance) = class'KFSM_Hans_WeaponSwitch'
|
|
|
|
SpecialMoveClasses(SM_Hans_ThrowGrenade)=class'KFSM_Hans_ThrowGrenade'
|
|
|
|
SpecialMoveClasses(SM_Hans_GrenadeHalfBarrage)=class'KFSM_Hans_GrenadeHalfBarrage'
|
|
|
|
SpecialMoveClasses(SM_Hans_GrenadeBarrage)=class'KFSM_Hans_GrenadeBarrage'
|
|
|
|
SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
|
|
|
|
SpecialMoveClasses(SM_Block)=class'KFSM_Block'
|
|
|
|
|
|
|
|
End Object
|
|
|
|
|
|
|
|
|
|
|
|
// for reference: Vulnerability=(default, head, legs, arms, special)
|
|
|
|
IncapSettings(AF_Stun)= (Vulnerability=(0.1, 0.55, 0.1, 0.1, 0.55), Cooldown=17.0, Duration=1.25) //1.0 //0.5, 0.55, 0.5, 0.4, 0.55
|
|
|
|
IncapSettings(AF_Knockdown)=(Vulnerability=(0.1, 0.4, 0.1, 0.1, 0.25), Cooldown=20.0) //0.2, 0.2, 0.4, 0.2, 0.25
|
|
|
|
IncapSettings(AF_Stumble)= (Vulnerability=(0.1, 0.3, 0.1, 0.1, 0.4), Cooldown=10.0) //0.2, 0.2, 0.2, 0.2, 0.4 Cooldown=5.0)
|
|
|
|
IncapSettings(AF_GunHit)= (Vulnerability=(0.1, 0.1, 0.1, 0.1, 0.5), Cooldown=1.7) //0.1, 0.1, 0.1, 0.1, 0.5
|
|
|
|
IncapSettings(AF_MeleeHit)= (Vulnerability=(0.5, 0.95, 0.5, 0.5, 0.75), Cooldown=2.0) //1.0 Cooldown=1.2
|
|
|
|
IncapSettings(AF_Poison)= (Vulnerability=(0))
|
|
|
|
IncapSettings(AF_Microwave)=(Vulnerability=(0.08), Cooldown=10.0, Duration=3.0) //0.08
|
|
|
|
IncapSettings(AF_FirePanic)=(Vulnerability=(0.65), Cooldown=15.0, Duration=1.2) //0.65
|
|
|
|
IncapSettings(AF_EMP)= (Vulnerability=(0.95), Cooldown=10.0, Duration=2.5) //0.95
|
|
|
|
IncapSettings(AF_Freeze)= (Vulnerability=(0.5), Cooldown=10.0, Duration=1.0) //0.95
|
|
|
|
IncapSettings(AF_Snare)= (Vulnerability=(1.0, 2.0, 1.0, 1.0, 2.0), Cooldown=10.5, Duration=3.0)
|
|
|
|
IncapSettings(AF_Bleed)= (Vulnerability=(0.20), Cooldown=10.0)
|
|
|
|
|
|
|
|
ParryResistance=4
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Gameplay
|
|
|
|
bCanGrabAttack=true
|
|
|
|
|
|
|
|
Begin Object Name=MeleeHelper_0
|
|
|
|
BaseDamage=70.0 //62 //40 //55
|
|
|
|
MaxHitRange=275.f
|
|
|
|
MomentumTransfer=40000.f
|
|
|
|
MyDamageType=class'KFDT_Slashing_Hans'
|
|
|
|
End Object
|
|
|
|
|
|
|
|
Health=7420 //8000 //6600 //6000 //6250 //6500
|
|
|
|
DoshValue=500
|
|
|
|
Mass=275.f
|
|
|
|
RightHandSocketName=RightHandSocket
|
|
|
|
LeftHandSocketName=LeftHandSocket
|
|
|
|
bEnableAimOffset=true
|
|
|
|
|
|
|
|
// Resistant damage types
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.8))) //0.6
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.8))) //0.6
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.8))) //0.6
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.8))) //0.6
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.9))) //0.7
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(1.0))) //0.8
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(1.0))) //0.8
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.1))) //1.1
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(1.0))) //1.5 //1.2
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0))) //1.0
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.8))) //0.6
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.1))) //0.1
|
|
|
|
|
|
|
|
//special case
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive_RPG7', DamageScale=(1.2))) //1.2
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_RailGun', DamageScale=(0.9))) //1.2 0.4 //0.75
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_HRGHealthrower', DamageScale=(0.9)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_Ground_DragonsBreath', DamageScale=(0.9)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGTeslauncher', DamageScale=(0.7)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Minigun', DamageScale=(0.7)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_MineReconstructorExplosion', DamageScale=(1.2)))
|
|
|
|
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)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGScorcherLightingImpact', DamageScale=(0.6)))
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_HRGScorcherDoT', DamageScale=(0.9)))
|
|
|
|
|
2020-12-13 15:09:05 +00:00
|
|
|
//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_Bleeding_HRG_Vampire_BloodSuck', DamageScale=(0.5)))
|
|
|
|
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_Bleeding_HRG_Vampire_BloodSuck', DamageScale=(0.7)))
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Block Settings
|
|
|
|
MinBlockFOV=0.1f
|
|
|
|
|
|
|
|
// Penetration
|
|
|
|
PenetrationResistance=4.0
|
|
|
|
|
|
|
|
// Custom Hit Zones (HeadHealth, SkinTypes, etc...)
|
|
|
|
HeadlessBleedOutTime=6.f
|
|
|
|
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=MaxInt, DmgScale=1.2, SkinID=1) //1.1
|
|
|
|
HitZones[3] =(ZoneName=heart, BoneName=Spine2, Limb=BP_Special, GoreHealth=150, DmgScale=1.05, SkinID=2) //1.3 //1.2
|
|
|
|
HitZones[4] =(ZoneName=lupperarm, BoneName=LeftArm, Limb=BP_LeftArm, GoreHealth=50, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
HitZones[5] =(ZoneName=lforearm, BoneName=LeftForearm, Limb=BP_LeftArm, GoreHealth=20, DmgScale=0.2, SkinID=3) //0.3
|
|
|
|
HitZones[6] =(ZoneName=lhand, BoneName=LeftForearm, Limb=BP_LeftArm, GoreHealth=20, DmgScale=0.2, SkinID=3)
|
|
|
|
HitZones[7] =(ZoneName=rupperarm, BoneName=RightArm, Limb=BP_RightArm, GoreHealth=50, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
HitZones[8] =(ZoneName=rforearm, BoneName=RightForearm, Limb=BP_RightArm, GoreHealth=20, DmgScale=0.2, SkinID=3) //0.3
|
|
|
|
HitZones[9] =(ZoneName=rhand, BoneName=LeftForearm, Limb=BP_LeftArm, GoreHealth=20, DmgScale=0.2, SkinID=3)
|
|
|
|
HitZones[12] =(ZoneName=lthigh, BoneName=LeftUpLeg, Limb=BP_LeftLeg, GoreHealth=75, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
HitZones[13] =(ZoneName=lcalf, BoneName=LeftLeg, Limb=BP_LeftLeg, GoreHealth=25, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
HitZones[15] =(ZoneName=rthigh, BoneName=RightUpLeg, Limb=BP_RightLeg, GoreHealth=75, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
HitZones[16] =(ZoneName=rcalf, BoneName=RightLeg, Limb=BP_RightLeg, GoreHealth=25, DmgScale=1.0, SkinID=3) //0.3
|
|
|
|
// unique zone for backpack / armor plates
|
|
|
|
HitZones.Add((ZoneName=armor, BoneName=Spine2, Limb=BP_Special, GoreHealth=MaxInt, DmgScale=0.8, SkinID=3) //0.3
|
|
|
|
|
|
|
|
WeakSpotSocketNames.Add(Chest_FX) // Chest
|
|
|
|
WeakSpotSocketNames.Add(WeakPointSocket1) // Backpack
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// Movement / Physics
|
|
|
|
Begin Object Name=CollisionCylinder
|
|
|
|
CollisionRadius=+0055.000000
|
|
|
|
End Object
|
|
|
|
|
|
|
|
RotationRate=(Pitch=50000,Yaw=50000,Roll=50000)
|
|
|
|
|
|
|
|
GroundSpeed=285.f //210 //265
|
|
|
|
SprintSpeed=675.f //650
|
|
|
|
ReachedEnemyThresholdScale=1.f
|
|
|
|
KnockdownImpulseScale=1.0f
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// AI / Navigation
|
|
|
|
ControllerClass=class'KFGame.KFAIController_Hans'
|
|
|
|
BumpDamageType=class'KFDT_NPCBump_Large'
|
|
|
|
DamageRecoveryTimeHeavy=0.7f
|
|
|
|
DamageRecoveryTimeMedium=0.85f //0.09f
|
|
|
|
|
|
|
|
DefaultInventory(0)=class'KFWeap_AssaultRifle_DualMKb42_Hans'
|
|
|
|
|
|
|
|
// Summon squads by difficulty
|
|
|
|
SummonWaves(0)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Normal_One',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Normal_Two',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Normal_Three')
|
|
|
|
SummonWaves(1)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Hard_One',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Hard_Two',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Hard_Three')
|
|
|
|
SummonWaves(2)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Suicidal_One',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Suicidal_Two',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_Suicidal_Three')
|
|
|
|
SummonWaves(3)=(PhaseOneWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_HOE_One',PhaseTwoWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_HOE_Two',PhaseThreeWave=KFAIWaveInfo'GP_Spawning_ARCH.Special.Hans_Minions_HOE_Three')
|
|
|
|
NumMinionsToSpawn=(X=1, Y=18)
|
|
|
|
|
|
|
|
// Battle phases
|
|
|
|
BattlePhases(0)={(bCanFrenzy=false,
|
|
|
|
bSprintingBehavior=false,
|
|
|
|
//grenades
|
|
|
|
GlobalOffensiveNadePhaseCooldown=25, //12
|
|
|
|
bCanTossNerveGas=true,
|
|
|
|
bCanBarrageNerveGas=false,
|
|
|
|
bCanTossGrenade=false,
|
|
|
|
bCanBarrageGrenades=false,
|
|
|
|
bCanMoveWhileThrowingGrenades={(false, false, false, false)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
//guns
|
|
|
|
bCanUseGuns=true,
|
|
|
|
GunAttackPhaseCooldown=0,
|
|
|
|
GunAttackLengthPhase=99999,
|
|
|
|
//hunt and heal
|
|
|
|
HealThresholds={(0.6f, 0.6f, 0.6f, 0.6f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
HealAmounts={(0.325f, 0.325f, 0.325f, 0.325f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
MaxShieldHealth={(686, 980, 1400, 1820)}, // Normal,Hard,Suicidal,HoE //1500 1400, 1500, 1500, 1500 //400, 900, 2000, 1100
|
|
|
|
)}
|
|
|
|
|
|
|
|
BattlePhases(1)={(bCanFrenzy=false, //true
|
|
|
|
//grenades
|
|
|
|
GlobalOffensiveNadePhaseCooldown=25, //15 //35
|
|
|
|
HENadeTossPhaseCooldown=20,
|
|
|
|
NerveGasTossPhaseCooldown=20,
|
|
|
|
bCanTossNerveGas=true,
|
|
|
|
bCanBarrageNerveGas=false,
|
|
|
|
bCanTossGrenade=true,
|
|
|
|
bCanBarrageGrenades=false,
|
|
|
|
bCanMoveWhileThrowingGrenades={(false, false, false, true)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
//guns
|
|
|
|
bCanUseGuns=true,
|
|
|
|
GunAttackPhaseCooldown=20, //30
|
|
|
|
GunAttackLengthPhase=10,
|
|
|
|
//hunt and heal
|
|
|
|
HealThresholds={(0.41f, 0.41f, 0.41f, 0.41f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
HealAmounts={(0.275f, 0.275f, 0.275f, 0.275f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
MaxShieldHealth={(860, 1225, 1750, 2275)}, // Normal,Hard,Suicidal,HoE //400, 900, 2500, 1100
|
|
|
|
)}
|
|
|
|
|
|
|
|
BattlePhases(2)={(bCanFrenzy=true,
|
|
|
|
bSprintingBehavior=true,
|
|
|
|
//grenades
|
|
|
|
GlobalOffensiveNadePhaseCooldown=20, //55 //25 //30
|
|
|
|
bCanTossNerveGas=false,
|
|
|
|
bCanBarrageNerveGas=true,
|
|
|
|
bCanTossGrenade=true,
|
|
|
|
bCanBarrageGrenades=false,
|
|
|
|
bCanMoveWhileThrowingGrenades={(false, false, true, true)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
//guns
|
|
|
|
bCanUseGuns=true,
|
|
|
|
GunAttackPhaseCooldown=20, //30 //15
|
|
|
|
GunAttackLengthPhase=5, //10
|
|
|
|
//hunt and heal
|
|
|
|
HealThresholds={(0.25f, 0.25f, 0.25f, 0.25f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
HealAmounts={(0.125f, 0.125f, 0.125f, 0.125f)}, // Normal,Hard,Suicidal,HoE
|
|
|
|
MaxShieldHealth={(1030, 1470, 2100, 2730)}, // Normal,Hard,Suicidal,HoE //400, 900, 3000, 1100
|
|
|
|
)}
|
|
|
|
|
|
|
|
BattlePhases(3)={(bCanFrenzy=true,
|
|
|
|
bSprintingBehavior=true,
|
|
|
|
//grenades
|
|
|
|
GlobalOffensiveNadePhaseCooldown=10, //15 //35 //30
|
|
|
|
bCanTossNerveGas=false,
|
|
|
|
bCanBarrageNerveGas=false,
|
|
|
|
bCanTossGrenade=false,
|
|
|
|
bCanBarrageGrenades=true,
|
|
|
|
bCanMoveWhileThrowingGrenades={(false, false, true, true)},
|
|
|
|
// guns
|
|
|
|
bCanUseGuns=true,
|
|
|
|
GunAttackPhaseCooldown=30, //55 //40
|
|
|
|
GunAttackLengthPhase=4, //15 //3
|
|
|
|
)}
|
|
|
|
|
|
|
|
CurrentBattlePhase=1
|
|
|
|
|
|
|
|
GrenadeTossSpread=(Y=0.2, Z=0.04)
|
|
|
|
SmokeTossCooldown=5
|
|
|
|
|
|
|
|
AmbientBreathingEvent=AkEvent'WW_VOX_NPC_HansVolter.Play_HANS_Breathing_Base'
|
|
|
|
LowHealthAmbientBreathingEvent=AkEvent'WW_VOX_NPC_HansVolter.Play_HANS_BreathHurt_Base'
|
|
|
|
|
|
|
|
TickDialogInterval=0.5f
|
|
|
|
|
|
|
|
/** Used for nerve gas attack explosions */
|
|
|
|
Begin Object Class=KFGameExplosion Name=ExploTemplate0
|
|
|
|
Damage=70
|
|
|
|
DamageRadius=450
|
|
|
|
DamageFalloffExponent=1.f
|
|
|
|
DamageDelay=0.f
|
|
|
|
|
|
|
|
// Damage Effects
|
|
|
|
MyDamageType=class'KFDT_Explosive_HansHEGrenade'
|
|
|
|
KnockDownStrength=0
|
|
|
|
FractureMeshRadius=200.0
|
|
|
|
FracturePartVel=500.0
|
|
|
|
ExplosionEffects=none
|
|
|
|
ExplosionSound=none
|
|
|
|
// Dynamic Light
|
|
|
|
ExploLight=none
|
|
|
|
ExploLightStartFadeOutTime=0.0
|
|
|
|
ExploLightFadeOutTime=0.2
|
|
|
|
MomentumTransferScale
|
|
|
|
|
|
|
|
// Camera Shake
|
|
|
|
CamShake=none
|
|
|
|
CamShakeInnerRadius=0
|
|
|
|
CamShakeOuterRadius=0
|
|
|
|
CamShakeFalloff=1.f
|
|
|
|
bOrientCameraShakeTowardsEpicenter=true
|
|
|
|
End Object
|
|
|
|
NerveGasExplosiveBlastTemplate=ExploTemplate0
|
|
|
|
|
|
|
|
// Nerve gas AoE explosion light
|
|
|
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
|
|
|
LightColor=(R=200,G=200,B=0,A=255)
|
|
|
|
Brightness=4.f
|
|
|
|
Radius=500.f
|
|
|
|
FalloffExponent=10.f
|
|
|
|
CastShadows=False
|
|
|
|
CastStaticShadows=FALSE
|
|
|
|
CastDynamicShadows=True
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
bEnabled=FALSE
|
|
|
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
|
|
|
End Object
|
|
|
|
|
|
|
|
/** Used for nerve gas AOE attack "explosion" template */
|
|
|
|
Begin Object Class=KFGameExplosion Name=ExploTemplate1
|
|
|
|
Damage=8
|
|
|
|
DamageRadius=450
|
|
|
|
DamageFalloffExponent=0.f
|
|
|
|
DamageDelay=0.f
|
|
|
|
MyDamageType=class'KFDT_Toxic_HansGrenade'
|
|
|
|
|
|
|
|
// Damage Effects
|
|
|
|
KnockDownStrength=0
|
|
|
|
KnockDownRadius=0
|
|
|
|
FractureMeshRadius=0
|
|
|
|
FracturePartVel=0
|
|
|
|
ExplosionEffects=KFImpactEffectInfo'ZED_Hans_EMIT.NerveGasAoEAttack_Explosion'
|
|
|
|
ExplosionSound=AkEvent'WW_ZED_Hans.ZED_Hans_SFX_Grenade_Poison'
|
|
|
|
MomentumTransferScale=0
|
|
|
|
|
|
|
|
// Dynamic Light
|
|
|
|
ExploLight=ExplosionPointLight
|
|
|
|
ExploLightStartFadeOutTime=7.0
|
|
|
|
ExploLightFadeOutTime=1.0
|
|
|
|
ExploLightFlickerIntensity=5.f
|
|
|
|
ExploLightFlickerInterpSpeed=15.f
|
|
|
|
|
|
|
|
// Camera Shake
|
|
|
|
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
|
|
|
|
CamShakeInnerRadius=450
|
|
|
|
CamShakeOuterRadius=900
|
|
|
|
CamShakeFalloff=1.f
|
|
|
|
bOrientCameraShakeTowardsEpicenter=true
|
|
|
|
End Object
|
|
|
|
NerveGasAttackTemplate=ExploTemplate1
|
|
|
|
|
|
|
|
// ---------------------------------------------
|
|
|
|
// damage phase lights and effects
|
|
|
|
Begin Object Class=PointLightComponent Name=PointLightComponent0
|
|
|
|
Brightness=1.f
|
|
|
|
Radius=128.f
|
|
|
|
LightColor=(R=168,G=222,B=173,A=255)
|
|
|
|
CastShadows=false
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=TRUE)
|
|
|
|
End Object
|
|
|
|
BattlePhaseLightTemplateGreen=PointLightComponent0
|
|
|
|
|
|
|
|
Begin Object Class=PointLightComponent Name=PointLightComponent1
|
|
|
|
Brightness=1.f
|
|
|
|
Radius=128.f
|
|
|
|
LightColor=(R=231,G=215,B=161,A=255)
|
|
|
|
CastShadows=false
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=TRUE)
|
|
|
|
End Object
|
|
|
|
BattlePhaseLightTemplateYellow=PointLightComponent1
|
|
|
|
|
|
|
|
Begin Object Class=PointLightComponent Name=PointLightComponent2
|
|
|
|
Brightness=1.f
|
|
|
|
Radius=128.f
|
|
|
|
LightColor=(R=231,G=144,B=0,A=255)
|
|
|
|
CastShadows=false
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=TRUE)
|
|
|
|
End Object
|
|
|
|
BattlePhaseLightTemplateRed=PointLightComponent2
|
|
|
|
|
|
|
|
Begin Object Class=PointLightComponent Name=PointLightComponent3
|
|
|
|
Brightness=2.f
|
|
|
|
Radius=128.f
|
|
|
|
LightColor=(R=255,G=64,B=64,A=255)
|
|
|
|
CastShadows=false
|
|
|
|
bCastPerObjectShadows=false
|
|
|
|
LightingChannels=(Indoor=true,Outdoor=true,bInitialized=TRUE)
|
|
|
|
|
|
|
|
// light anim
|
|
|
|
AnimationType=1 // LightAnim_Flicker
|
|
|
|
AnimationFrequency=5.f
|
|
|
|
MinBrightness=1.f
|
|
|
|
MaxBrightness=2.f
|
|
|
|
End Object
|
|
|
|
BattlePhaseLightTemplateBlinking=PointLightComponent3
|
|
|
|
|
|
|
|
BattlePhaseLightFrontSocketName=Light_Front
|
|
|
|
BattlePhaseLightBackSocketName=Light_Back
|
|
|
|
|
|
|
|
BattlePhaseGlowColorParamGreen=(R=0.1, G=1.0)
|
|
|
|
BattlePhaseGlowColorParamYellow=(R=1.0, G=0.5)
|
|
|
|
BattlePhaseGlowColorParamRed=(R=1.0, G=0.1)
|
|
|
|
BattlePhaseGlowColorParamBlinking=(R=2.0)
|
|
|
|
|
|
|
|
BattleDamageFXSocketName_LegR=LegVent_R
|
|
|
|
BattleDamageFXSocketName_LegL=LegVent_L
|
|
|
|
BattleDamageFXSocketName_ArmR=ArmVent_R
|
|
|
|
BattleDamageFXSocketName_ArmL=ArmVent_L
|
|
|
|
BattleDamageFXSocketName_Chest=Chest_FX
|
|
|
|
BattleDamageFXSocketName_TorsoR=Implant_FX_R
|
|
|
|
BattleDamageFXSocketName_TorsoL=Implant_FX_L
|
|
|
|
BattleDamageFXSocketName_Back=BackPackVent
|
|
|
|
|
|
|
|
BattleDamageFX_Sparks_Low=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Sparks_LowD_01'
|
|
|
|
BattleDamageFX_Sparks_Mid=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Sparks_MidD_01'
|
|
|
|
BattleDamageFX_Sparks_High=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Sparks_HighD_01'
|
|
|
|
BattleDamageFX_Sparks_Chest_Mid=ParticleSystem'ZED_Hans_EMIT.FX_Chest_electricity_HighD_01'
|
|
|
|
BattleDamageFX_Sparks_Chest_High=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Paralyze_01'
|
|
|
|
BattleDamageFX_Sparks_Back_Mid=ParticleSystem'ZED_Hans_EMIT.FX_Back_sparks_MidD_01'
|
|
|
|
BattleDamageFX_Sparks_Back_High=ParticleSystem'ZED_Hans_EMIT.FX_Back_sparks_HighD_01'
|
|
|
|
|
|
|
|
BattleDamageFX_Blood_Mid=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Blood_Spray_02'
|
|
|
|
BattleDamageFX_Blood_High=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Blood_Spray_01'
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
// Damage/incap scalars
|
|
|
|
HuntAndHealModeDamageReduction=0.f
|
|
|
|
IncapPowerScaleWhenHealing=0.f
|
|
|
|
|
|
|
|
// Hunt and heal backpack FX
|
|
|
|
BackPackSmokeEffectTemplate=ParticleSystem'ZED_Hans_EMIT.FX_Life_Drain_Smoke_01'
|
|
|
|
|
|
|
|
// Shield FX
|
|
|
|
ShieldImpactEffects=ShieldEffects
|
|
|
|
InvulnerableShieldFX=ParticleSystem'ZED_Hans_EMIT.FX_Hans_Hunt_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)
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ShieldColorOrange=(R=255, G=110, B=10)
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ShieldCoreColorOrange=(R=255, G=105, B=0)
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ShieldColorRed=(R=255, G=20, B=20)
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ShieldCoreColorRed=(R=255, G=10, B=10)
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// Shield shatter explosion template
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Begin Object Class=KFGameExplosion Name=ShatterExploTemplate0
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Damage=30
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DamageRadius=500
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// Damage Effects
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KnockDownStrength=0
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KnockDownRadius=0
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FractureMeshRadius=500.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'ZED_Hans_EMIT.ShieldShatter_Explosion'
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ExplosionSound=AkEvent'WW_ZED_Hans.Play_Hans_Shield_Break'
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=0.5f
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bOrientCameraShakeTowardsEpicenter=true
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bUseOverlapCheck=false
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End Object
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ShieldShatterExplosionTemplate=ShatterExploTemplate0
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// ---------------------------------------------
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// Spawning
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MinSpawnSquadSizeType=EST_Boss
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OnDeathAchievementID=KFACHID_DieVolter
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}
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