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@ -141,7 +141,7 @@ function SetPickupItemList()
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local KFPickupFactory_Item ItemFactory;
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local int Idx;
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if (OutbreakEvent.ActiveEvent.bOnlyArmorItemPickup)
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if (MyKFGRI.IsGunGameMode())
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{
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foreach AllActors(class'KFPickupFactory_Item', ItemFactory)
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{
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@ -600,8 +600,6 @@ function EndOfMatch(bool bVictory)
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{
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local KFPlayerController KFPC;
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super.EndOfMatch(bVictory);
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if (bVictory)
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{
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foreach WorldInfo.AllControllers(class'KFPlayerController', KFPC)
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@ -609,6 +607,8 @@ function EndOfMatch(bool bVictory)
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KFPC.CompletedWeeklySurvival();
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}
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}
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super.EndOfMatch(bVictory);
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}
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function StartWave()
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@ -438,7 +438,7 @@ defaultproperties
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GoompaStreakMax = 5,
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GoompaBonusDuration=8.0f, //10.0f,
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DoshOnKillGlobalModifier=1.0,
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SpawnWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.AracnophobiaWeeklySpawnList',
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//SpawnWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.AracnophobiaWeeklySpawnList',
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bAddSpawnListToLoadout=true,
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WaveAICountScale=(0.6, 0.6, 0.6, 0.6, 0.6, 0.6),
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JumpZ=700.f, // 650.0 by default; -1 used for not overriding.
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@ -1130,7 +1130,7 @@ defaultproperties
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, GrantedWeapons= {
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(
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class'KFGame.KFWeapDef_MedicRifle'
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, class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator'
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, class'KFGame.KFWeapDef_HRG_BarrierRifle'
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, class'KFGame.KFWeapDef_HRG_Stunner'
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, class'KFGame.KFWeapDef_SCAR'
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)
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@ -1182,7 +1182,7 @@ defaultproperties
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class'KFGame.KFWeapDef_M32'
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, class'KFGame.KFWeapDef_LazerCutter'
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, class'KFGame.KFWeapDef_MicrowaveRifle'
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, class'KFGame.KFWeapDef_HRG_BarrierRifle'
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, class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator'
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)
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}
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)
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@ -539,7 +539,7 @@ End Object
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IncapSettings(AF_Bleed)= (Vulnerability=(0.75)) //0.25
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
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ShrinkEffectModifier = 0.2f
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ShrinkEffectModifier = 0.1f
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Begin Object Name=Afflictions_0
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FireFullyCharredDuration=5
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@ -74,7 +74,7 @@ defaultproperties
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IncapSettings(AF_Bleed)= (Vulnerability=(0.75))
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
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ShrinkEffectModifier = 0.3f
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ShrinkEffectModifier = 0.2f
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ZEDCowboyHatAttachName=HEAD_Attach
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}
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@ -286,7 +286,7 @@ defaultproperties
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IncapSettings(AF_Bleed)= (Vulnerability=(0.75)) //0.5
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0)) // Normal Vulnerability
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ShrinkEffectModifier = 0.2f
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ShrinkEffectModifier = 0.1f
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Begin Object Name=Afflictions_0
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FireFullyCharredDuration=5
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@ -161,6 +161,7 @@ simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNorma
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local KFPawn KFP;
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local KFPawn_Human KFPH;
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local KFPlayerReplicationInfo KFPRI;
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local TraceHitInfo HitInfo;
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KFPH = KFPawn_Human(Other);
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if ( KFPH != none && KFPH != Instigator)
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@ -173,7 +174,7 @@ simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNorma
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return;
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}
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}
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else if ( Other != Instigator && Other.bCanBeDamaged && (!Other.bWorldGeometry || !Other.bStatic) )
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else if ( Other != Instigator && Other.bCanBeDamaged )
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{
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KFP = KFPawn( Other );
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if ( KFP != None )
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@ -191,7 +192,9 @@ simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNorma
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}
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else
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{
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ProcessDestructibleTouchOnBounce( Other, HitLocation, HitNormal );
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HitInfo.HitComponent = LastTouchComponent;
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HitInfo.Item = INDEX_None; // force TraceComponent on fractured meshes
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Other.TakeDamage(Damage, InstigatorController, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType, HitInfo, self);// special cases for types of destructibles, bShouldBreakSolidGlassOnBounce
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return;
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}
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}
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@ -256,6 +256,7 @@ simulated event SetWeaponSkin(int ItemId, optional bool bFinishedLoading = false
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}
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SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_ThirdPerson);
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if ( SkinMICs.Length > 0 )
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{
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WeapMesh.SetMaterial(0, SkinMICs[0]);
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@ -38,6 +38,8 @@ var repnotify float CurrentAmmoPercentage;
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const TransitionParamName = 'transition_full_to_empty';
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const EmptyParamName = 'Blinking_0_off___1_on';
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var transient bool bDetonateLocked;
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replication
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{
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if( bNetDirty )
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@ -270,9 +272,14 @@ simulated function BeginFire( byte FireModeNum )
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ClearPendingFire(DETONATE_FIREMODE);
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}
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if (FireModeNum == DETONATE_FIREMODE && NumDeployedTurrets > 0)
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if (FireModeNum == DETONATE_FIREMODE )
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{
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if (bTurretReadyToUse)
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if (bDetonateLocked)
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{
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return;
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}
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if (NumDeployedTurrets > 0 && bTurretReadyToUse)
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{
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PrepareAndDetonate();
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}
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@ -567,6 +574,55 @@ simulated function SetWeaponUpgradeLevel(int WeaponUpgradeLevel)
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}
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}
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/**
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* GRENADE FIRING
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* There's a bug that alt fire interrupts the grenade anim at any moment,
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* This avoids being able to altfire until the throw animation ends or the
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* interrupt notify is reached.
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*/
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simulated state GrenadeFiring
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{
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simulated function EndState(Name NextStateName)
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{
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ClearDetonateLock();
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Super.EndState(NextStateName);
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}
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}
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/** Play animation at the start of the GrenadeFiring state */
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simulated function PlayGrenadeThrow()
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{
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local name WeaponFireAnimName;
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local float InterruptTime;
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PlayFiringSound(CurrentFireMode);
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if( Instigator != none && Instigator.IsFirstPerson() )
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{
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WeaponFireAnimName = GetGrenadeThrowAnim();
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if ( WeaponFireAnimName != '' )
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{
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InterruptTime = MySkelMesh.GetAnimInterruptTime(WeaponFireAnimName);
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PlayAnimation(WeaponFireAnimName, MySkelMesh.GetAnimLength(WeaponFireAnimName),,FireTweenTime);
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bDetonateLocked = true;
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SetTimer(InterruptTime, false, nameof(ClearDetonateLock));
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}
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}
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}
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simulated function ClearDetonateLock()
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{
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bDetonateLocked = false;
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ClearTimer(nameof(ClearDetonateLock));
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}
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/***/
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Trader
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@ -645,7 +701,7 @@ defaultproperties
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InventorySize=3
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DetonateAkEvent=AkEvent'ww_wep_autoturret.Play_WEP_AutoTurret_Detonate_Trigger'
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DryFireAkEvent=AkEvent'ww_wep_autoturret.Play_WEP_AutoTurret_Dry_Fire'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
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@ -662,4 +718,6 @@ defaultproperties
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
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NumBloodMapMaterials=3
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bDetonateLocked=false
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}
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@ -293,6 +293,18 @@ simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocatio
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}
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}
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/** True if we want to override the looping fire sounds with fire sounds from another firemode */
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simulated function bool ShouldForceSingleFireSound()
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{
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// If this weapon has a single-shot firemode, disable looping fire sounds during zedtime
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if ( `IsInZedTime(Instigator) && SingleFireSoundIndex != 255 )
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{
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return true;
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}
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return false;
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}
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defaultproperties
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{
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// Shooting Animations
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@ -358,7 +370,7 @@ defaultproperties
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AutoTurret'
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FireInterval(DEFAULT_FIREMODE)=+0.12 // 500 rpm
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InstantHitDamage(DEFAULT_FIREMODE)=8
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InstantHitDamage(DEFAULT_FIREMODE)=10
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Spread(DEFAULT_FIREMODE)=0.01
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FireOffset=(X=30,Y=4.5,Z=-4)
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@ -372,6 +384,9 @@ defaultproperties
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_1P')
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_1P')
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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@ -247,7 +247,7 @@ simulated function DetachWeapon()
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defaultproperties
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{
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AltAmmoFullRechargeSeconds=5
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AltAmmoFullRechargeSeconds=3.5
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// Inventory / Grouping
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InventorySize=7
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@ -65,7 +65,7 @@ function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor Dama
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defaultproperties
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{
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// Inventory
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InventorySize=7
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InventorySize=6
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GroupPriority=70
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WeaponSelectTexture=Texture2D'WEP_UI_HRG_Crossboom_TEX.UI_WeaponSelect_Crossboom'
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AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
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