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This commit is contained in:
2021-06-23 01:34:46 +03:00
parent 90e235396c
commit 9a5bfed23e
17 changed files with 95 additions and 49 deletions

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@ -16,7 +16,7 @@ var() ParticleSystem LoopingParticleEffectWall;
DefaultProperties
{
Interval=0.5
MaxTime=10
MaxTime=7 //10
bDoFullDamage=true

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@ -475,7 +475,7 @@ defaultproperties
TraderWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.BrokenTraderWeeklyTraderList',
PickupResetTime=PRS_Wave,
bDisableTraders=false,
DroppedItemLifespan=10.0f, // 300 default
DroppedItemLifespan=20.0f, //10.0f, // 300 default
DoshOnKillGlobalModifier=0.2,
//Pickup Notes for when you're modifying:
// NumPickups = Actors * OverridePickupModifer * WavePickupModifier

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@ -65,8 +65,6 @@ simulated event PostBeginPlay()
{
SetTimer(FuseTime, false, 'Timer_Detonate');
}
AdjustCanDisintigrate();
}
/**
@ -181,14 +179,6 @@ simulated function Disintegrate( rotator InDisintegrateEffectRotation )
super.Disintegrate(InDisintegrateEffectRotation);
}
// for nukes && concussive force
simulated protected function PrepareExplosionTemplate()
{
class'KFPerk_Demolitionist'.static.PrepareExplosive(Instigator, self);
super.PrepareExplosionTemplate();
}
simulated function SyncOriginalLocation()
{
// 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
/** Make sure we can inturrupt secondary reload with anything. */
simulated function bool CanOverrideMagReload(byte FireModeNum)
{
return false;
return true;
}
/** Returns animation to play based on reload type and status */
@ -553,6 +553,23 @@ simulated function ModifyRecoil( out float CurrentRecoilModifier )
super.ModifyRecoil( CurrentRecoilModifier );
}
/** Spawn projectile is called once for each shot pellet fired */
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFPerk InstigatorPerk;
if (CurrentFireMode == ALTFIRE_FIREMODE)
{
InstigatorPerk = GetPerk();
if (InstigatorPerk != none)
{
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
}
}
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
defaultproperties
{
bCanRefillSecondaryAmmo = true;
@ -592,7 +609,7 @@ defaultproperties
IronSightPosition=(X=0,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=24
MagazineCapacity[0]=30 //24
SpareAmmoCapacity[0]=240
InitialSpareMags[0]=3
bCanBeReloaded=true
@ -632,6 +649,7 @@ defaultproperties
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_FAMAS_Rifle'
PenetrationPower(DEFAULT_FIREMODE)=1.0
FireInterval(DEFAULT_FIREMODE)=+0.0667 // 900 RPM
InstantHitDamage(DEFAULT_FIREMODE)=35.0
Spread(DEFAULT_FIREMODE)=0.005 //0.0085
@ -649,11 +667,11 @@ defaultproperties
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
InstantHitDamage(ALTFIRE_FIREMODE)=25.0
PenetrationPower(DEFAULT_FIREMODE)=2.0
FireInterval(ALTFIRE_FIREMODE)=+1.2 //0.5 //0.7 //85 RPM
NumPellets(ALTFIRE_FIREMODE)=6
Spread(ALTFIRE_FIREMODE)=0.12 //0.07
InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25.0
PenetrationPower(ALTFIRE_FIREMODE)=2.0
FireInterval(ALTFIRE_FIREMODE)=+1.2 //50 RPM
NumPellets(ALTFIRE_FIREMODE)=7 //6
Spread(ALTFIRE_FIREMODE)=0.10 //0.12
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
// BASH_FIREMODE

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@ -80,7 +80,7 @@ var protected transient float OverlayDelta;
var WeaponFireSndInfo ShieldActivateSound;
var WeaponFireSndInfo ShieldDeactivateSound;
var (Shield) AkBaseSoundObject ShieldEndSound;
var WeaponFireSndInfo ShieldEndSound;
var repnotify byte ShieldAmmo;
@ -170,7 +170,7 @@ simulated function CustomFire()
simulated function ActivateShield()
{
PlaySoundBase(ShieldActivateSound.FirstPersonCue);
WeaponPlayFireSound(ShieldActivateSound.DefaultCue, ShieldActivateSound.FirstPersonCue);
bActivatingShield = true;
bDeactivatingShield = false;
bNetDirty = true;
@ -180,7 +180,7 @@ simulated function ActivateShield()
simulated function DeactivateShield()
{
PlaySoundBase(ShieldDeactivateSound.FirstPersonCue);
WeaponPlayFireSound(ShieldDeactivateSound.DefaultCue, ShieldDeactivateSound.FirstPersonCue);
bDeactivatingShield = true;
bActivatingShield = false;
bCanRechargeShield = false;
@ -304,7 +304,7 @@ simulated function OnShieldDepleted()
ShieldAmmo = 0;
bNetDirty = true;
NotifyShieldActive(false);
PlaySoundBase(ShieldEndSound);
WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted));
}
@ -325,7 +325,7 @@ simulated function OnShieldDestroyed()
ShieldAmmo = 0;
bNetDirty = true;
NotifyShieldActive(false);
PlaySoundBase(ShieldEndSound);
WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted));
}
@ -519,6 +519,8 @@ simulated state WeaponEquipping
{
simulated function BeginState(Name PreviousStateName)
{
UpdateShieldFXValue(0.0f);
FXDelta = 0.0f;
bShieldActionAvailable = true;
super.BeginState(PreviousStateName);
}
@ -689,9 +691,9 @@ defaultproperties
CooldownAfterShieldDepleted=3.0f //3.0f
CooldownAfterShieldDestroyed=3.0f //5.0f
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')
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')
ShieldEndSound=AKEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End';
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')
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')
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')
BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'
BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'

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@ -416,7 +416,7 @@ defaultproperties
// Shotgun Ammo
MagazineCapacity[0]=4 //3
SpareAmmoCapacity[0]=36 //28
SpareAmmoCapacity[0]=40 //36 //28
InitialSpareMags[0]=2
AmmoPickupScale[0]=1.5 //2.0
@ -438,12 +438,13 @@ defaultproperties
WeaponProjectiles(CUSTOM_FIREMODE)=class'KFProj_Bullet_BlastBrawlers'
FireInterval(CUSTOM_FIREMODE)=0.1f
InstantHitDamageTypes(CUSTOM_FIREMODE)=class'KFDT_Ballistic_BlastBrawlersShotgun'
InstantHitDamage(CUSTOM_FIREMODE)=36.0 //30.0
InstantHitDamage(CUSTOM_FIREMODE)=39.0 //36.0 //30.0
AmmoCost(CUSTOM_FIREMODE)=0
NumPellets(CUSTOM_FIREMODE)=5
Spread(CUSTOM_FIREMODE)=0.1 //0.15
Spread(CUSTOM_FIREMODE)=0.12 //0.1 //0.15
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')
InstantHitMomentum(CUSTOM_FIREMODE)=1.0
PenetrationPower(CUSTOM_FIREMODE)=2.0
PenetrationDamageReductionCurve(CUSTOM_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f)))
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
@ -467,7 +468,7 @@ defaultproperties
ParryStrength=5
ParryDamageMitigationPercent=0.40
BlockDamageMitigation=0.40
BlockDamageMitigation=0.50 //0.40
bWaitingForSecondShot = false
NumAttacks = 0

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@ -252,7 +252,7 @@ defaultproperties
// Zooming/Position
PlayerViewOffset=(X=11.0,Y=8,Z=-2)
IronSightPosition=(X=10,Y=0,Z=0)
IronSightPosition=(X=10,Y=-0.15,Z=0.7)
// AI warning system
bWarnAIWhenAiming=true