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@ -16,7 +16,7 @@ var() ParticleSystem LoopingParticleEffectWall;
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DefaultProperties
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{
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Interval=0.5
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MaxTime=10
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MaxTime=7 //10
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bDoFullDamage=true
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@ -475,7 +475,7 @@ defaultproperties
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TraderWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.BrokenTraderWeeklyTraderList',
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PickupResetTime=PRS_Wave,
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bDisableTraders=false,
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DroppedItemLifespan=10.0f, // 300 default
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DroppedItemLifespan=20.0f, //10.0f, // 300 default
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DoshOnKillGlobalModifier=0.2,
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//Pickup Notes for when you're modifying:
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// NumPickups = Actors * OverridePickupModifer * WavePickupModifier
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@ -65,8 +65,6 @@ simulated event PostBeginPlay()
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{
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SetTimer(FuseTime, false, 'Timer_Detonate');
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}
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AdjustCanDisintigrate();
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}
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/**
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@ -181,14 +179,6 @@ simulated function Disintegrate( rotator InDisintegrateEffectRotation )
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super.Disintegrate(InDisintegrateEffectRotation);
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}
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// for nukes && concussive force
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simulated protected function PrepareExplosionTemplate()
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{
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class'KFPerk_Demolitionist'.static.PrepareExplosive(Instigator, self);
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super.PrepareExplosionTemplate();
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}
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simulated function SyncOriginalLocation()
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{
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// IMPORTANT NOTE: We aren't actually syncing to the original location (or calling the super).
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@ -419,7 +419,7 @@ simulated state AltReloading extends Reloading
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/** Make sure we can inturrupt secondary reload with anything. */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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return false;
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return true;
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}
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/** Returns animation to play based on reload type and status */
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@ -553,6 +553,23 @@ simulated function ModifyRecoil( out float CurrentRecoilModifier )
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super.ModifyRecoil( CurrentRecoilModifier );
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}
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/** Spawn projectile is called once for each shot pellet fired */
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simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
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{
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local KFPerk InstigatorPerk;
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if (CurrentFireMode == ALTFIRE_FIREMODE)
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{
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InstigatorPerk = GetPerk();
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if (InstigatorPerk != none)
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{
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Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
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}
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}
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return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
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}
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defaultproperties
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{
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bCanRefillSecondaryAmmo = true;
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@ -592,7 +609,7 @@ defaultproperties
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IronSightPosition=(X=0,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=24
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MagazineCapacity[0]=30 //24
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SpareAmmoCapacity[0]=240
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InitialSpareMags[0]=3
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bCanBeReloaded=true
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@ -632,6 +649,7 @@ defaultproperties
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_FAMAS_Rifle'
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PenetrationPower(DEFAULT_FIREMODE)=1.0
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FireInterval(DEFAULT_FIREMODE)=+0.0667 // 900 RPM
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InstantHitDamage(DEFAULT_FIREMODE)=35.0
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Spread(DEFAULT_FIREMODE)=0.005 //0.0085
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@ -649,11 +667,11 @@ defaultproperties
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
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InstantHitDamage(ALTFIRE_FIREMODE)=25.0
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PenetrationPower(DEFAULT_FIREMODE)=2.0
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FireInterval(ALTFIRE_FIREMODE)=+1.2 //0.5 //0.7 //85 RPM
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NumPellets(ALTFIRE_FIREMODE)=6
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Spread(ALTFIRE_FIREMODE)=0.12 //0.07
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InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25.0
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PenetrationPower(ALTFIRE_FIREMODE)=2.0
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FireInterval(ALTFIRE_FIREMODE)=+1.2 //50 RPM
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NumPellets(ALTFIRE_FIREMODE)=7 //6
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Spread(ALTFIRE_FIREMODE)=0.10 //0.12
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SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
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// BASH_FIREMODE
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@ -80,7 +80,7 @@ var protected transient float OverlayDelta;
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var WeaponFireSndInfo ShieldActivateSound;
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var WeaponFireSndInfo ShieldDeactivateSound;
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var (Shield) AkBaseSoundObject ShieldEndSound;
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var WeaponFireSndInfo ShieldEndSound;
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var repnotify byte ShieldAmmo;
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@ -170,7 +170,7 @@ simulated function CustomFire()
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simulated function ActivateShield()
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{
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PlaySoundBase(ShieldActivateSound.FirstPersonCue);
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WeaponPlayFireSound(ShieldActivateSound.DefaultCue, ShieldActivateSound.FirstPersonCue);
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bActivatingShield = true;
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bDeactivatingShield = false;
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bNetDirty = true;
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@ -180,7 +180,7 @@ simulated function ActivateShield()
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simulated function DeactivateShield()
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{
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PlaySoundBase(ShieldDeactivateSound.FirstPersonCue);
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WeaponPlayFireSound(ShieldDeactivateSound.DefaultCue, ShieldDeactivateSound.FirstPersonCue);
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bDeactivatingShield = true;
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bActivatingShield = false;
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bCanRechargeShield = false;
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@ -304,7 +304,7 @@ simulated function OnShieldDepleted()
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ShieldAmmo = 0;
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bNetDirty = true;
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NotifyShieldActive(false);
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PlaySoundBase(ShieldEndSound);
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WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
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SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted));
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}
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@ -325,7 +325,7 @@ simulated function OnShieldDestroyed()
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ShieldAmmo = 0;
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bNetDirty = true;
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NotifyShieldActive(false);
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PlaySoundBase(ShieldEndSound);
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WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
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SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted));
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}
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@ -519,6 +519,8 @@ simulated state WeaponEquipping
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{
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simulated function BeginState(Name PreviousStateName)
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{
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UpdateShieldFXValue(0.0f);
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FXDelta = 0.0f;
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bShieldActionAvailable = true;
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super.BeginState(PreviousStateName);
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}
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@ -689,9 +691,9 @@ defaultproperties
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CooldownAfterShieldDepleted=3.0f //3.0f
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CooldownAfterShieldDestroyed=3.0f //5.0f
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ShieldActivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On')
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ShieldDeactivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off')
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ShieldEndSound=AKEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End';
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ShieldActivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_3P_Shield_On', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On')
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ShieldDeactivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_3P_Shield_Off', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off')
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ShieldEndSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_3P_Shield_End', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End')
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BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'
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BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
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@ -416,7 +416,7 @@ defaultproperties
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// Shotgun Ammo
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MagazineCapacity[0]=4 //3
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SpareAmmoCapacity[0]=36 //28
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SpareAmmoCapacity[0]=40 //36 //28
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InitialSpareMags[0]=2
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AmmoPickupScale[0]=1.5 //2.0
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@ -438,12 +438,13 @@ defaultproperties
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WeaponProjectiles(CUSTOM_FIREMODE)=class'KFProj_Bullet_BlastBrawlers'
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FireInterval(CUSTOM_FIREMODE)=0.1f
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InstantHitDamageTypes(CUSTOM_FIREMODE)=class'KFDT_Ballistic_BlastBrawlersShotgun'
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InstantHitDamage(CUSTOM_FIREMODE)=36.0 //30.0
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InstantHitDamage(CUSTOM_FIREMODE)=39.0 //36.0 //30.0
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AmmoCost(CUSTOM_FIREMODE)=0
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NumPellets(CUSTOM_FIREMODE)=5
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Spread(CUSTOM_FIREMODE)=0.1 //0.15
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Spread(CUSTOM_FIREMODE)=0.12 //0.1 //0.15
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WeaponFireSnd(CUSTOM_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_BlastBrawlers.Play_WEP_HRG_BlastBrawlers_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_BlastBrawlers.Play_WEP_HRG_BlastBrawlers_Shoot_1P')
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InstantHitMomentum(CUSTOM_FIREMODE)=1.0
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PenetrationPower(CUSTOM_FIREMODE)=2.0
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PenetrationDamageReductionCurve(CUSTOM_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f)))
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
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@ -467,7 +468,7 @@ defaultproperties
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ParryStrength=5
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ParryDamageMitigationPercent=0.40
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BlockDamageMitigation=0.40
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BlockDamageMitigation=0.50 //0.40
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bWaitingForSecondShot = false
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NumAttacks = 0
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@ -252,7 +252,7 @@ defaultproperties
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// Zooming/Position
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PlayerViewOffset=(X=11.0,Y=8,Z=-2)
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IronSightPosition=(X=10,Y=0,Z=0)
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IronSightPosition=(X=10,Y=-0.15,Z=0.7)
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// AI warning system
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bWarnAIWhenAiming=true
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