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

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//=============================================================================
// KFPawn_ZedBloatKingSubspawn
//=============================================================================
// It's a poop. Monster.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedBloatKingSubspawn extends KFPawn_Monster;
var KFGameExplosion DeathExplosionTemplate;
var bool bPlayedExplosion;
var bool bDelayedExplosion;
simulated event bool CanDoSpecialMove(ESpecialMove AMove, optional bool bForceCheck)
{
if (AMove == SM_Custom1)
{
return !IsDoingSpecialMove(SM_Custom1);
}
return super.CanDoSpecialmove(AMove, bForceCheck);
}
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
{
if (!bPlayedExplosion)
{
Explode();
}
return super.Died(Killer, DamageType, HitLocation);
}
simulated event Tick(float DeltaTime)
{
super.Tick(DeltaTime);
if (bDelayedExplosion && !bPlayedExplosion)
{
Explode();
}
}
function DelayExplode()
{
bDelayedExplosion = true;
}
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
local KFExplosionActor ExploActor;
super.PlayDying(DamageType, HitLoc);
if (!bPlayedExplosion)
{
bPlayedExplosion = true;
//Visual explosion + lingering dot damage
ExploActor = Spawn(class'KFExplosion_BloatKingSubspawn', self, , Location, rotator(vect(0, 0, 1)));
if (ExploActor != none)
{
ExploActor.InstigatorController = Controller;
ExploActor.Instigator = self;
ExploActor.Explode(DeathExplosionTemplate);
}
//Hide mesh behind the FX
Mesh.SetHidden(true);
}
}
simulated function Explode()
{
if (Role == ROLE_Authority && IsAliveAndWell())
{
KilledBy(self);
}
}
function CauseHeadTrauma(float BleedOutTime = 5.f)
{
if (IsAliveAndWell())
{
return;
}
super.CauseHeadTrauma(BleedOutTime);
}
simulated function PlayHeadAsplode()
{
if (IsAliveAndWell())
{
return;
}
super.PlayHeadAsplode();
}
simulated function ApplyHeadChunkGore(class<KFDamageType> DmgType, vector HitLocation, vector HitDirection)
{
if (IsAliveAndWell())
{
return;
}
super.ApplyHeadChunkGore(DmgType, HitLocation, HitDirection);
}
defaultproperties
{
LocalizationKey=KFPawn_ZedBloatKingSubspawn
// Used for special crawler gas AOE attack "explosion" template
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=15 //50 //12 //16
DamageRadius=350 //600 //450 //400 //425
DamageFalloffExponent=0.f
DamageDelay=0.f
MyDamageType=class'KFDT_Toxic_BloatKingSubspawnExplosion'
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'CHR_Bile_ARCH.FX_Bile_Explosion_01'
ExplosionSound=AkEvent'WW_ZED_Abomination.Play_Bile_Explode'
MomentumTransferScale=100
// Dynamic Light
ExploLight=none
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=250 //450
CamShakeOuterRadius=525 //900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
DeathExplosionTemplate=ExploTemplate0
// Third person body component
Begin Object Name=KFPawnSkeletalMeshComponent
Translation=(Z=-40)
bPerBoneMotionBlur=false
End Object
Begin Object Name=CollisionCylinder
CollisionHeight=40.0
CollisionRadius=+47.0
End Object
// ---------------------------------------------
// Stats
XPValues(0)=8
XPValues(1)=10
XPValues(2)=10
XPValues(3)=10
// ---------------------------------------------
// Content
MonsterArchPath="ZED_ARCH.ZED_KingBloatSubspawn_Archetype"
PawnAnimInfo=KFPawnAnimInfo'ZED_Crawler_ANIM.Crawler_AnimGroup'
DifficultySettings=class'KFDifficulty_BloatKingSubspawn'
//'CHR_Bile_ANIM.Bile_AnimGroup'
//'ZED_Crawler_ANIM.Crawler_AnimGroup'
// ---------------------------------------------
// Gameplay
Begin Object Name=MeleeHelper_0
BaseDamage=10.f //7
MaxHitRange=190.f //180
MomentumTransfer=25000.f
MyDamageType=class'KFDT_Slashing_ZedWeak'
End Object
Health=250 //55 //450 //700 //900 //810
DoshValue=10
Mass=50.f
bKnockdownWhenJumpedOn=true
// Penetration
PenetrationResistance=0.1
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.0))) //2.25
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0))) //0.75 //0.8
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(1.0))) //0.45
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.9)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.9))) //0.6
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.2)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(1.0)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.0))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingFart', DamageScale=(0.00))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatPukeMine', DamageScale=(0.00)))
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingPukeMine', DamageScale=(0.00)))
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//Special cases
DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding_HRG_Vampire_BloodSuck', DamageScale=(2.0)))
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// ---------------------------------------------
// Movement / Physics
ReachedGoalThresh_Walking=0.f
RotationRate=(Pitch=90000,Yaw=45000,Roll=90000)
GroundSpeed=450.f
SprintSpeed=550.f //500
MaxFallSpeed=6000
JumpZ=750
bUseQuadrupedFloorConform=true
// ---------------------------------------------
// AI / Navigation
ControllerClass=class'KFAIController_ZedBloatKingSubspawn'
bDisableTurnInPlace=true
bBlocksNavigation=true
DamageRecoveryTimeHeavy=0.75f
DamageRecoveryTimeMedium=1.0f
KnockdownImpulseScale=1.0f
// ---------------------------------------------
// Special Moves
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_Custom1)=class'KFSM_BloatKingSubspawn_Explode'
SpecialMoveClasses(SM_Evade)=class'KFSM_Evade'
SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear'
End Object
// for reference: Vulnerability=(default, head, legs, arms, special)
IncapSettings(AF_Stun)= (Vulnerability=(2.0), Cooldown=5.0, Duration=2.5)
IncapSettings(AF_Knockdown)=(Vulnerability=(3.f), Cooldown=0.0) // 2 cool1
IncapSettings(AF_Stumble)= (Vulnerability=(2.f), Cooldown=0.2)
IncapSettings(AF_GunHit)= (Vulnerability=(2.5), Cooldown=0.2)
IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.0)
IncapSettings(AF_Poison)= (Vulnerability=(0.0), Cooldown=7.5, Duration=5.5)
IncapSettings(AF_Microwave)=(Vulnerability=(0.5), Cooldown=7.5, Duration=3.0)
IncapSettings(AF_FirePanic)=(Vulnerability=(3), Cooldown=7.0, Duration=5)
IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=5.0)
IncapSettings(AF_Freeze)= (Vulnerability=(2.5), Cooldown=1.5, Duration=4.5)
IncapSettings(AF_Snare)= (Vulnerability=(10.0), Cooldown=5.5, Duration=4.0)
IncapSettings(AF_Bleed)= (Vulnerability=(2.0))
ParryResistance=1
`if(`notdefined(ShippingPC))
DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Crawler'; //@TODO: Replace me
`endif
// ---------------------------------------------
// Spawning
MinSpawnSquadSizeType=EST_Crawler
}