//============================================================================= // KFPawn_ZedClot //============================================================================= // Base pawn class for Clots //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFPawn_ZedClot extends KFPawn_Monster abstract; simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree( SkelComp ); if( bCanHeadTrack ) { IK_Look_Head = SkelControlLookAt(Mesh.FindSkelControl('HeadLook')); //IK_Look_Spine = SkelControlLookAt(Mesh.FindSkelControl('SpineLook')); } } /** Returns (hardcoded) dialog event ID for when players spots this zed type */ function int GetSpotterDialogID() { local int EmergeType; if( IsDoingSpecialMove(SM_Emerge) ) { EmergeType = SpecialMoveFlags & 0x0f; switch( EmergeType ) { case EMERGE_Floor: return 142;//SPOTZ_EmergeFloor case EMERGE_Wall248UU: case EMERGE_WallHigh: return 140;//SPOTZ_EmergeVent case EMERGE_Ceiling: return 141;//SPOTZ_EmergeCeiling }; } return 125;//SPOTZ_Generic } DefaultProperties { Begin Object Name=KFPawnSkeletalMeshComponent bPerBoneMotionBlur=false End Object bIsClotClass=true // --------------------------------------------- // Content MonsterArchPath="ZED_ARCH.ZED_Clot_UnDev_Archetype" // --------------------------------------------- // Gameplay bCanGrabAttack=true Begin Object Name=MeleeHelper_0 BaseDamage=6.f MaxHitRange=172.f MomentumTransfer=25000.f MyDamageType=class'KFDT_Slashing_ZedWeak' End Object Health=100 // 67% KF1 scale DoshValue=7.0 Mass=65.f // KnockedDownBySonicWaveOdds=0.23f bKnockdownWhenJumpedOn=true // --------------------------------------------- // Movement / Physics GroundSpeed=190.f SprintSpeed=400.f // --------------------------------------------- // Special Moves Begin Object Name=SpecialMoveHandler_0 SpecialMoveClasses(SM_GrappleAttack)=class'KFGame.KFSM_GrappleCombined' SpecialMoveClasses(SM_Taunt)=class'KFGame.KFSM_Zed_Taunt' SpecialMoveClasses(SM_Emerge)=class'KFSM_Emerge' SpecialMoveClasses(SM_Evade)=class'KFSM_Evade' SpecialMoveClasses(SM_Evade_Fear)=class'KFSM_Evade_Fear' SpecialMoveClasses(SM_GorgeZedVictim)=class'KFGameContent.KFSM_GorgeVictim' End Object IncapSettings(AF_Stun)= (Vulnerability=(2), Cooldown=3.0) IncapSettings(AF_Knockdown)=(Vulnerability=(2), Cooldown=8.0) IncapSettings(AF_Stumble)= (Vulnerability=(2), Cooldown=1.0) IncapSettings(AF_GunHit)= (Vulnerability=(2), Cooldown=1.0) IncapSettings(AF_MeleeHit)= (Vulnerability=(2), Cooldown=1.0) DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.5)) // --------------------------------------------- // AI / Navigation //DebugRange_Melee_Material=Material'ENG_EditorResources_MAT.Debug_Radius_M' RotationRate=(Pitch=50000,Yaw=30000,Roll=50000) // Only used in Volter Castle for now when the spawn volume has bForceUseMapReplacePawn set to true // If we need to reuse it more we'll have to connect map to zed here MapReplacePawnClass.Add(class'KFPawn_ZedHansClot') }