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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_ZedStalker_Versus
//=============================================================================
// Player-controlled Stalker pawn
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedStalker_Versus extends KFPawn_ZedStalker;
/**
* Called every 0.5f seconds to check if a cloaked zed has been spotted
* Network: All but dedicated server
*/
simulated event UpdateSpottedStatus()
{
if( !bIsSprinting )
{
if( bIsCloakingSpottedByLP )
{
bIsCloakingSpottedByLP = false;
UpdateGameplayMICParams();
}
return;
}
super.UpdateSpottedStatus();
}
/** notification from player with CallOut ability */
function CallOutCloaking( optional KFPlayerController CallOutController )
{
if( !bIsSprinting )
{
if( bIsCloakingSpottedByTeam )
{
bIsCloakingSpottedByTeam = false;
UpdateGameplayMICParams();
}
return;
}
super.CallOutCloaking( CallOutController );
}
defaultproperties
{
bVersusZed=true
TeammateCollisionRadiusPercent=0.30
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_PlayerZedMove_LMB)= class'KFSM_PlayerStalker_Melee'
SpecialMoveClasses(SM_PlayerZedMove_RMB)= class'KFSM_PlayerStalker_Melee2'
SpecialMoveClasses(SM_PlayerZedMove_V)= class'KFSM_PlayerStalker_Roll'
End Object
MoveListGamepadScheme(ZGM_Melee_Square)=SM_PlayerZedMove_LMB
MoveListGamepadScheme(ZGM_Melee_Triangle)=SM_PlayerZedMove_RMB
MoveListGamepadScheme(ZGM_Special_R3)=SM_PlayerZedMove_V
SpecialMoveCooldowns(0)=(SMHandle=SM_PlayerZedMove_LMB, CooldownTime=0.25f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Melee', NameLocalizationKey="Light")
SpecialMoveCooldowns(1)=(SMHandle=SM_PlayerZedMove_RMB, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-HeavyMelee', NameLocalizationKey="Heavy")
SpecialMoveCooldowns(2)=(SMHandle=SM_Taunt, CooldownTime=0.0f, bShowOnHud=false)
SpecialMoveCooldowns(3)=(SMHandle=SM_PlayerZedMove_V, CooldownTime=0.35f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Evade', NameLocalizationKey="Evade")
SpecialMoveCooldowns.Add((SMHandle=SM_Jump, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Jump', bShowOnHud=false)) // Jump always at end of array)) // Jump always at end of array
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.1))) //3.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.7))) //1.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.3))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.4))) //1.01
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.4))) //0.76 0.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.75))) //0.5 //1.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.75))) //0.5 //1.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.8))) //0.8 //0.5
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.35))) //0.25
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.20))) //0.85 0.35
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.4))) //1.0
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.88
// special case
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15', DamageScale=(1.2))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MB500', DamageScale=(0.5))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(0.75))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Colt1911', DamageScale=(0.65))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.6))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Pistol_Medic', DamageScale=(1.5))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Winchester', DamageScale=(0.6))) //0.9 0.7
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_CaulkBurn', DamageScale=(1.5))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_ExplosiveSubmunition_HX25', DamageScale=(0.5))) //0.9 0.6
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_EvisceratorProj', DamageScale=(0.3))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Eviscerator', DamageScale=(0.3))) //0.9
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon_Crovel', DamageScale=(1.2))) //0.8
IncapSettings(AF_Stun)= (Vulnerability=(0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0)
IncapSettings(AF_Knockdown)=(Vulnerability=(0.5), Cooldown=3.0)
IncapSettings(AF_Stumble)= (Vulnerability=(0.1), Cooldown=3.0)
IncapSettings(AF_GunHit)= (Vulnerability=(1.0), Cooldown=0.75)
IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=0.5)
IncapSettings(AF_Poison)= (Vulnerability=(1), Cooldown=5.0, Duration=2.0)
IncapSettings(AF_Microwave)=(Vulnerability=(0.25), Cooldown=5.0, Duration=2.0)
IncapSettings(AF_FirePanic)=(Vulnerability=(0.5), Cooldown=7.0, Duration=3)
IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0)
IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=1.5, Duration=2.0)
IncapSettings(AF_Snare)= (Vulnerability=(0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5)
IncapSettings(AF_Bleed)= (Vulnerability=(0.25))
//defaults
Begin Object Name=MeleeHelper_0
BaseDamage=20 //20
MaxHitRange=180.f
MomentumTransfer=25000.f
MyDamageType=class'KFDT_Slashing_ZedWeak'
MeleeImpactCamScale=0.2
PlayerDoorDamageMultiplier=5.f
End Object
MeleeAttackHelper=MeleeHelper_0
Health=130 // 2.5x default //200 //100
// Override Head GoreHealth (aka HeadHealth)
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=100, DmgScale=1.001, SkinID=1) // default is 20 GoreHealth=75
DoshValue=30.0 // 2x default because they are harder to hit/kill
XPValues(0)=32 // 4x default because they are harder to hit/kill
// Really fast sprint
SprintSpeed=700 //620
SprintStrafeSpeed=425.f
GroundSpeed=500 //390
JumpZ=1100 //750
CloakSpeed=2.0f
//defaults
ThirdPersonViewOffset={(
OffsetHigh=(X=-175,Y=50,Z=25),
OffsetLow=(X=-220,Y=50,Z=50),
OffsetMid=(X=-150,Y=50,Z=-30),
)}
}