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@ -13,6 +13,8 @@ var name SoundCueName;
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var float LastProgress;
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var float LastProgress;
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var bool bLastMissionCritical;
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var bool bLastMissionCritical;
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var bool bPrevCompleted;
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function InitializeHUD()
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function InitializeHUD()
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{
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{
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KFPC = KFPlayerController(GetPC());
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KFPC = KFPlayerController(GetPC());
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@ -77,10 +79,16 @@ function SetCompleted(bool bComplete)
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DataObject.SetString("completeString", bComplete ? Localize("Objectives", "SuccessString", "KFGame") : "");
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DataObject.SetString("completeString", bComplete ? Localize("Objectives", "SuccessString", "KFGame") : "");
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SetObject("completeStatus", DataObject);
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SetObject("completeStatus", DataObject);
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if (!bComplete)
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{
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bPrevCompleted = false;
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}
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//play sound queue
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//play sound queue
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if (KFPC != none && KFPC.MyGFxHUD != none && bComplete)
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if (KFPC != none && KFPC.MyGFxHUD != none && bComplete && bComplete != bPrevCompleted)
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{
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{
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KFPC.MyGFxHUD.PlaySoundFromTheme(SoundCueName, SoundThemeName);
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KFPC.MyGFxHUD.PlaySoundFromTheme(SoundCueName, SoundThemeName);
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bPrevCompleted = true;
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}
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}
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}
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}
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@ -192,7 +200,7 @@ DefaultProperties
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{
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{
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LastProgress=-0.0f
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LastProgress=-0.0f
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UpdateRate=0.1f
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UpdateRate=0.1f
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bPrevCompleted=false
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SoundThemeName=UI
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SoundThemeName=UI
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SoundCueName=TraderTime_Countdown
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SoundCueName=TraderTime_Countdown
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}
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}
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@ -177,17 +177,18 @@ function UpdatePlayerData()
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local GFxObject DataProvider,TempData, PerkIconObject;
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local GFxObject DataProvider,TempData, PerkIconObject;
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local int i;
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local int i;
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local KFPlayerReplicationinfo KFPRI;
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local KFPlayerReplicationinfo KFPRI;
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local KFGameReplicationInfo KFGRI;
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local KFPlayerController KFPC;
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local KFPlayerController KFPC;
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local int PlayerIndex;
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local int PlayerIndex;
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KFPC = KFPlayerController(GetPC());
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KFPC = KFPlayerController(GetPC());
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KFGRI = KFGameReplicationInfo(GetPC().Worldinfo.GRI);
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PlayerIndex=0;
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PlayerIndex=0;
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DataProvider = CreateArray();
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DataProvider = CreateArray();
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for(i = 0 ; i < CurrentPlayerList.length; i ++)
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for(i = 0 ; i < CurrentPlayerList.length; i ++)
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{
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{
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KFPRI = CurrentPlayerList[i];
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KFPRI = CurrentPlayerList[i];
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if(KFPRI.GetTeamNum() != 255 && KFPRI.bHasSpawnedIn)
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if(KFPRI.GetTeamNum() != 255 && (KFPRI.bHasSpawnedIn || (KFGRI != none && KFGRI.bVersusGame)))
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{
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{
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TempData = CreateObject("Object");
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TempData = CreateObject("Object");
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@ -52,7 +52,7 @@ function SetMapOptions()
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if(KFGRI != none && KFGRI.VoteCollector != none)
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if(KFGRI != none && KFGRI.VoteCollector != none)
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{
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{
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ServerMapList = KFGRI.VoteCollector.MapList;
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ServerMapList = KFGRI.VoteCollector.MapList;
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IsBrokenTrader = class'KFGameEngine'.static.GetWeeklyEventIndex() == 11;
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IsBrokenTrader = KFGRI.IsA('KFGameReplicationInfo_WeeklySurvival') && class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11;
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//gfx
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//gfx
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MapList = CreateArray();
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MapList = CreateArray();
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@ -270,7 +270,7 @@ function FilterWeeklyMaps(out array<string> List)
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}
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}
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// Scavenger index = 11
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// Scavenger index = 11
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if (class'KFGameEngine'.static.GetWeeklyEventIndex() == 11)
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if (class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11)
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{
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{
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List.RemoveItem("KF-Biolapse");
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List.RemoveItem("KF-Biolapse");
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List.RemoveItem("KF-Nightmare");
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List.RemoveItem("KF-Nightmare");
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@ -470,6 +470,7 @@ function ClearOnlineDelegates()
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/** Static because these are both called on default object */
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/** Static because these are both called on default object */
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native static function int GetSeasonalEventID();
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native static function int GetSeasonalEventID();
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native static function int GetWeeklyEventIndex();
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native static function int GetWeeklyEventIndex();
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native static function int GetWeeklyEventIndexMod();
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native static function bool IsSalesEventActive();
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native static function bool IsSalesEventActive();
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native static function bool IsSalesEventChecked();
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native static function bool IsSalesEventChecked();
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/***********************************************************************************
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/***********************************************************************************
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@ -436,6 +436,11 @@ enum EMonsterProperties
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var int SpawnedMonsterProperties[EMonsterProperties];
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var int SpawnedMonsterProperties[EMonsterProperties];
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/************************************************************************************
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* @name Force to sort maps by name
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***********************************************************************************/
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var bool bForceMapSorting;
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/************************************************************************************
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/************************************************************************************
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* @name Native
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* @name Native
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***********************************************************************************/
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***********************************************************************************/
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@ -2890,6 +2895,21 @@ function string GetNextMap()
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for (i = 0; i < GameMapCycles[ActiveMapCycle].Maps.length; ++i)
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for (i = 0; i < GameMapCycles[ActiveMapCycle].Maps.length; ++i)
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{
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{
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MapCycleIndex = MapCycleIndex + 1 < GameMapCycles[ActiveMapCycle].Maps.length ? (MapCycleIndex + 1) : 0;
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MapCycleIndex = MapCycleIndex + 1 < GameMapCycles[ActiveMapCycle].Maps.length ? (MapCycleIndex + 1) : 0;
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if (class'KFGameEngine'.static.GetWeeklyEventIndexMod() == 11)
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{
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if (MyKFGRI.IsA('KFGameReplicationInfo_WeeklySurvival') &&
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Biolapse" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-Nightmare" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-PowerCore_Holdout" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-TheDescent" ||
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GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex] == "KF-KrampusLair")
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{
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continue;
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}
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}
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if ( IsMapAllowedInCycle(GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex]) )
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if ( IsMapAllowedInCycle(GameMapCycles[ActiveMapCycle].Maps[MapCycleIndex]) )
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{
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{
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SaveConfig();
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SaveConfig();
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@ -3875,4 +3895,6 @@ defaultproperties
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DebugForcedOutbreakIdx=INDEX_NONE
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DebugForcedOutbreakIdx=INDEX_NONE
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DebugForceSpecialWaveZedType=INDEX_NONE
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DebugForceSpecialWaveZedType=INDEX_NONE
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bForceMapSorting=True
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}
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}
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@ -802,7 +802,7 @@ exec reliable client function ShowPreGameServerWelcomeScreen()
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}
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}
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simulated function GetKFPRIArray(out array<KFPlayerReplicationInfo> KFPRIArray, optional bool bGetSpectators, optional bool bGetZedPlayers)
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simulated function GetKFPRIArray(out array<KFPlayerReplicationInfo> KFPRIArray, optional bool bGetSpectators, optional bool bGetZedPlayers = true)
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{
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{
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local int i;
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local int i;
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local int Num;
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local int Num;
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@ -973,7 +973,7 @@ static function PrepareExplosive( Pawn ProjOwner, KFProjectile Proj, optional fl
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DefaultProperties
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DefaultProperties
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{
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{
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ParryDuration=6.f //10.f
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ParryDuration=8.f //6.f //10.f
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ParrySpeed=0.05
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ParrySpeed=0.05
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FurySpeed=0.05
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FurySpeed=0.05
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NinjaSprintModifer=0.25
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NinjaSprintModifer=0.25
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@ -982,7 +982,7 @@ DefaultProperties
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SpeedDamageModifier=0.2
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SpeedDamageModifier=0.2
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SmashHeadDamageModifier=0.25
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SmashHeadDamageModifier=0.25
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VampireAttackSpeedModifier=0.2f
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VampireAttackSpeedModifier=0.2f
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ParryDamageReduction=0.25f //0.4f //0.75
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ParryDamageReduction=0.3f //0.25f //0.4f //0.75
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RageRadius=1000 //300
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RageRadius=1000 //300
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RageFleeDuration=5.f //3
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RageFleeDuration=5.f //3
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RageFleeDistance=2500 //5000
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RageFleeDistance=2500 //5000
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@ -465,7 +465,7 @@ function ServerStartVoteSkipTrader(PlayerReplicationInfo PRI)
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CurrentVoteTime = min(VoteTime, TraderTimeRemaining - SkipTraderVoteLimit);
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CurrentVoteTime = min(VoteTime, TraderTimeRemaining - SkipTraderVoteLimit);
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GetKFPRIArray(PRIs);
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GetKFPRIArray(PRIs, , false);
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for (i = 0; i < PRIs.Length; i++)
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for (i = 0; i < PRIs.Length; i++)
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{
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{
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PRIs[i].ShowSkipTraderVote(PRI, CurrentVoteTime, !(PRIs[i] == PRI) && PRI.GetTeamNum() != 255);
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PRIs[i].ShowSkipTraderVote(PRI, CurrentVoteTime, !(PRIs[i] == PRI) && PRI.GetTeamNum() != 255);
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@ -491,7 +491,7 @@ reliable server function UpdateTimer()
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local int i;
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local int i;
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CurrentVoteTime -= 1;
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CurrentVoteTime -= 1;
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GetKFPRIArray(PRIs);
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GetKFPRIArray(PRIs, , false);
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for (i = 0; i < PRIs.Length; i++)
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for (i = 0; i < PRIs.Length; i++)
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{
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{
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PRIs[i].UpdateSkipTraderTime(CurrentVoteTime);
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PRIs[i].UpdateSkipTraderTime(CurrentVoteTime);
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@ -586,7 +586,7 @@ function bool ShouldConcludeSkipTraderVote()
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local array<KFPlayerReplicationInfo> PRIs;
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local array<KFPlayerReplicationInfo> PRIs;
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local int NumPRIs;
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local int NumPRIs;
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GetKFPRIArray(PRIs);
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GetKFPRIArray(PRIs, , false);
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NumPRIs = PRIs.Length;
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NumPRIs = PRIs.Length;
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if( YesVotes + NoVotes >= NumPRIs || NoVotes > 0 )
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if( YesVotes + NoVotes >= NumPRIs || NoVotes > 0 )
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@ -607,7 +607,7 @@ reliable server function ConcludeVoteSkipTrader()
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if(bIsSkipTraderVoteInProgress)
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if(bIsSkipTraderVoteInProgress)
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{
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{
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GetKFPRIArray(PRIs);
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GetKFPRIArray(PRIs, , false);
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for (i = 0; i < PRIs.Length; i++)
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for (i = 0; i < PRIs.Length; i++)
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{
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{
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@ -680,7 +680,7 @@ function ResetSkipTraderBeforeWaveStarts()
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local array<KFPlayerReplicationInfo> PRIs;
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local array<KFPlayerReplicationInfo> PRIs;
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local int i;
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local int i;
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GetKFPRIArray(PRIs);
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GetKFPRIArray(PRIs, , false);
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for (i = 0; i < PRIs.Length; i++)
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for (i = 0; i < PRIs.Length; i++)
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{
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{
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PRIs[i].bAlreadyStartedASkipTraderVote = false;
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PRIs[i].bAlreadyStartedASkipTraderVote = false;
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@ -24,8 +24,11 @@ var localized array<string> DescriptionStrings;
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//List of any modifer information we need specific to the mode
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//List of any modifer information we need specific to the mode
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var localized array<string> ModifierDescriptions;
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var localized array<string> ModifierDescriptions;
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cpptext
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{
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/** Num of Weekly events available */
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static const int NumWeeklyEvents = 12;
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}
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DefaultProperties
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DefaultProperties
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{
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{
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@ -16,7 +16,7 @@ var() ParticleSystem LoopingParticleEffectWall;
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DefaultProperties
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DefaultProperties
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{
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{
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Interval=0.5
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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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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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TraderWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.BrokenTraderWeeklyTraderList',
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PickupResetTime=PRS_Wave,
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PickupResetTime=PRS_Wave,
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bDisableTraders=false,
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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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DoshOnKillGlobalModifier=0.2,
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//Pickup Notes for when you're modifying:
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//Pickup Notes for when you're modifying:
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// NumPickups = Actors * OverridePickupModifer * WavePickupModifier
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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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{
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SetTimer(FuseTime, false, 'Timer_Detonate');
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SetTimer(FuseTime, false, 'Timer_Detonate');
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}
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}
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AdjustCanDisintigrate();
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}
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}
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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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super.Disintegrate(InDisintegrateEffectRotation);
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}
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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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simulated function SyncOriginalLocation()
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{
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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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// 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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/** Make sure we can inturrupt secondary reload with anything. */
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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simulated function bool CanOverrideMagReload(byte FireModeNum)
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{
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{
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return false;
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return true;
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}
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}
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/** Returns animation to play based on reload type and status */
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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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super.ModifyRecoil( CurrentRecoilModifier );
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}
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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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defaultproperties
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{
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{
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bCanRefillSecondaryAmmo = true;
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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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IronSightPosition=(X=0,Y=0,Z=0)
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// Ammo
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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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SpareAmmoCapacity[0]=240
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InitialSpareMags[0]=3
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InitialSpareMags[0]=3
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bCanBeReloaded=true
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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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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
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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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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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FireInterval(DEFAULT_FIREMODE)=+0.0667 // 900 RPM
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InstantHitDamage(DEFAULT_FIREMODE)=35.0
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InstantHitDamage(DEFAULT_FIREMODE)=35.0
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Spread(DEFAULT_FIREMODE)=0.005 //0.0085
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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
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
|
||||||
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
|
||||||
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
|
||||||
InstantHitDamage(ALTFIRE_FIREMODE)=25.0
|
InstantHitDamage(ALTFIRE_FIREMODE)=30.0 //25.0
|
||||||
PenetrationPower(DEFAULT_FIREMODE)=2.0
|
PenetrationPower(ALTFIRE_FIREMODE)=2.0
|
||||||
FireInterval(ALTFIRE_FIREMODE)=+1.2 //0.5 //0.7 //85 RPM
|
FireInterval(ALTFIRE_FIREMODE)=+1.2 //50 RPM
|
||||||
NumPellets(ALTFIRE_FIREMODE)=6
|
NumPellets(ALTFIRE_FIREMODE)=7 //6
|
||||||
Spread(ALTFIRE_FIREMODE)=0.12 //0.07
|
Spread(ALTFIRE_FIREMODE)=0.10 //0.12
|
||||||
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
|
|
||||||
// BASH_FIREMODE
|
// BASH_FIREMODE
|
||||||
|
@ -80,7 +80,7 @@ var protected transient float OverlayDelta;
|
|||||||
|
|
||||||
var WeaponFireSndInfo ShieldActivateSound;
|
var WeaponFireSndInfo ShieldActivateSound;
|
||||||
var WeaponFireSndInfo ShieldDeactivateSound;
|
var WeaponFireSndInfo ShieldDeactivateSound;
|
||||||
var (Shield) AkBaseSoundObject ShieldEndSound;
|
var WeaponFireSndInfo ShieldEndSound;
|
||||||
|
|
||||||
var repnotify byte ShieldAmmo;
|
var repnotify byte ShieldAmmo;
|
||||||
|
|
||||||
@ -170,7 +170,7 @@ simulated function CustomFire()
|
|||||||
|
|
||||||
simulated function ActivateShield()
|
simulated function ActivateShield()
|
||||||
{
|
{
|
||||||
PlaySoundBase(ShieldActivateSound.FirstPersonCue);
|
WeaponPlayFireSound(ShieldActivateSound.DefaultCue, ShieldActivateSound.FirstPersonCue);
|
||||||
bActivatingShield = true;
|
bActivatingShield = true;
|
||||||
bDeactivatingShield = false;
|
bDeactivatingShield = false;
|
||||||
bNetDirty = true;
|
bNetDirty = true;
|
||||||
@ -180,7 +180,7 @@ simulated function ActivateShield()
|
|||||||
|
|
||||||
simulated function DeactivateShield()
|
simulated function DeactivateShield()
|
||||||
{
|
{
|
||||||
PlaySoundBase(ShieldDeactivateSound.FirstPersonCue);
|
WeaponPlayFireSound(ShieldDeactivateSound.DefaultCue, ShieldDeactivateSound.FirstPersonCue);
|
||||||
bDeactivatingShield = true;
|
bDeactivatingShield = true;
|
||||||
bActivatingShield = false;
|
bActivatingShield = false;
|
||||||
bCanRechargeShield = false;
|
bCanRechargeShield = false;
|
||||||
@ -304,7 +304,7 @@ simulated function OnShieldDepleted()
|
|||||||
ShieldAmmo = 0;
|
ShieldAmmo = 0;
|
||||||
bNetDirty = true;
|
bNetDirty = true;
|
||||||
NotifyShieldActive(false);
|
NotifyShieldActive(false);
|
||||||
PlaySoundBase(ShieldEndSound);
|
WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
|
||||||
SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted));
|
SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -325,7 +325,7 @@ simulated function OnShieldDestroyed()
|
|||||||
ShieldAmmo = 0;
|
ShieldAmmo = 0;
|
||||||
bNetDirty = true;
|
bNetDirty = true;
|
||||||
NotifyShieldActive(false);
|
NotifyShieldActive(false);
|
||||||
PlaySoundBase(ShieldEndSound);
|
WeaponPlayFireSound(ShieldEndSound.DefaultCue, ShieldEndSound.FirstPersonCue);
|
||||||
SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted));
|
SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -519,6 +519,8 @@ simulated state WeaponEquipping
|
|||||||
{
|
{
|
||||||
simulated function BeginState(Name PreviousStateName)
|
simulated function BeginState(Name PreviousStateName)
|
||||||
{
|
{
|
||||||
|
UpdateShieldFXValue(0.0f);
|
||||||
|
FXDelta = 0.0f;
|
||||||
bShieldActionAvailable = true;
|
bShieldActionAvailable = true;
|
||||||
super.BeginState(PreviousStateName);
|
super.BeginState(PreviousStateName);
|
||||||
}
|
}
|
||||||
@ -689,9 +691,9 @@ defaultproperties
|
|||||||
CooldownAfterShieldDepleted=3.0f //3.0f
|
CooldownAfterShieldDepleted=3.0f //3.0f
|
||||||
CooldownAfterShieldDestroyed=3.0f //5.0f
|
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')
|
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_1P_Shield_Off', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off')
|
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=AKEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End';
|
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'
|
BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'
|
||||||
BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
|
BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
|
||||||
|
@ -416,7 +416,7 @@ defaultproperties
|
|||||||
|
|
||||||
// Shotgun Ammo
|
// Shotgun Ammo
|
||||||
MagazineCapacity[0]=4 //3
|
MagazineCapacity[0]=4 //3
|
||||||
SpareAmmoCapacity[0]=36 //28
|
SpareAmmoCapacity[0]=40 //36 //28
|
||||||
InitialSpareMags[0]=2
|
InitialSpareMags[0]=2
|
||||||
AmmoPickupScale[0]=1.5 //2.0
|
AmmoPickupScale[0]=1.5 //2.0
|
||||||
|
|
||||||
@ -438,12 +438,13 @@ defaultproperties
|
|||||||
WeaponProjectiles(CUSTOM_FIREMODE)=class'KFProj_Bullet_BlastBrawlers'
|
WeaponProjectiles(CUSTOM_FIREMODE)=class'KFProj_Bullet_BlastBrawlers'
|
||||||
FireInterval(CUSTOM_FIREMODE)=0.1f
|
FireInterval(CUSTOM_FIREMODE)=0.1f
|
||||||
InstantHitDamageTypes(CUSTOM_FIREMODE)=class'KFDT_Ballistic_BlastBrawlersShotgun'
|
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
|
AmmoCost(CUSTOM_FIREMODE)=0
|
||||||
NumPellets(CUSTOM_FIREMODE)=5
|
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')
|
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
|
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)))
|
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'
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
@ -467,7 +468,7 @@ defaultproperties
|
|||||||
|
|
||||||
ParryStrength=5
|
ParryStrength=5
|
||||||
ParryDamageMitigationPercent=0.40
|
ParryDamageMitigationPercent=0.40
|
||||||
BlockDamageMitigation=0.40
|
BlockDamageMitigation=0.50 //0.40
|
||||||
|
|
||||||
bWaitingForSecondShot = false
|
bWaitingForSecondShot = false
|
||||||
NumAttacks = 0
|
NumAttacks = 0
|
||||||
|
@ -252,7 +252,7 @@ defaultproperties
|
|||||||
|
|
||||||
// Zooming/Position
|
// Zooming/Position
|
||||||
PlayerViewOffset=(X=11.0,Y=8,Z=-2)
|
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
|
// AI warning system
|
||||||
bWarnAIWhenAiming=true
|
bWarnAIWhenAiming=true
|
||||||
|
Loading…
Reference in New Issue
Block a user