//============================================================================= // KFPawn_ZedStalker_Versus //============================================================================= // Player-controlled Stalker pawn //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFPawn_ZedStalker_Versus extends KFPawn_ZedStalker; /** * Called every 0.5f seconds to check if a cloaked zed has been spotted * Network: All but dedicated server */ simulated event UpdateSpottedStatus() { if( !bIsSprinting ) { if( bIsCloakingSpottedByLP ) { bIsCloakingSpottedByLP = false; UpdateGameplayMICParams(); } return; } super.UpdateSpottedStatus(); } /** notification from player with CallOut ability */ function CallOutCloaking( optional KFPlayerController CallOutController ) { if( !bIsSprinting ) { if( bIsCloakingSpottedByTeam ) { bIsCloakingSpottedByTeam = false; UpdateGameplayMICParams(); } return; } super.CallOutCloaking( CallOutController ); } defaultproperties { bVersusZed=true TeammateCollisionRadiusPercent=0.30 Begin Object Name=SpecialMoveHandler_0 SpecialMoveClasses(SM_PlayerZedMove_LMB)= class'KFSM_PlayerStalker_Melee' SpecialMoveClasses(SM_PlayerZedMove_RMB)= class'KFSM_PlayerStalker_Melee2' SpecialMoveClasses(SM_PlayerZedMove_V)= class'KFSM_PlayerStalker_Roll' End Object MoveListGamepadScheme(ZGM_Melee_Square)=SM_PlayerZedMove_LMB MoveListGamepadScheme(ZGM_Melee_Triangle)=SM_PlayerZedMove_RMB MoveListGamepadScheme(ZGM_Special_R3)=SM_PlayerZedMove_V SpecialMoveCooldowns(0)=(SMHandle=SM_PlayerZedMove_LMB, CooldownTime=0.25f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Melee', NameLocalizationKey="Light") SpecialMoveCooldowns(1)=(SMHandle=SM_PlayerZedMove_RMB, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-HeavyMelee', NameLocalizationKey="Heavy") SpecialMoveCooldowns(2)=(SMHandle=SM_Taunt, CooldownTime=0.0f, bShowOnHud=false) SpecialMoveCooldowns(3)=(SMHandle=SM_PlayerZedMove_V, CooldownTime=0.35f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Evade', NameLocalizationKey="Evade") SpecialMoveCooldowns.Add((SMHandle=SM_Jump, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Jump', bShowOnHud=false)) // Jump always at end of array)) // Jump always at end of array DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.1))) //3.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.7))) //1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.3))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.4))) //1.01 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.4))) //0.76 0.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.75))) //0.5 //1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.75))) //0.5 //1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.8))) //0.8 //0.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.35))) //0.25 DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.20))) //0.85 0.35 DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.4))) //1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.88 // special case DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15', DamageScale=(1.2)) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MB500', DamageScale=(0.5))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(0.75))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Colt1911', DamageScale=(0.65))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.6))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Pistol_Medic', DamageScale=(1.5))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Winchester', DamageScale=(0.6))) //0.9 0.7 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_CaulkBurn', DamageScale=(1.5))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_ExplosiveSubmunition_HX25', DamageScale=(0.5))) //0.9 0.6 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_EvisceratorProj', DamageScale=(0.3))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Eviscerator', DamageScale=(0.3))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon_Crovel', DamageScale=(1.2))) //0.8 IncapSettings(AF_Stun)= (Vulnerability=(0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) IncapSettings(AF_Knockdown)=(Vulnerability=(0.5), Cooldown=3.0) IncapSettings(AF_Stumble)= (Vulnerability=(0.1), Cooldown=3.0) IncapSettings(AF_GunHit)= (Vulnerability=(1.0), Cooldown=0.75) IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=0.5) IncapSettings(AF_Poison)= (Vulnerability=(1), Cooldown=5.0, Duration=2.0) IncapSettings(AF_Microwave)=(Vulnerability=(0.25), Cooldown=5.0, Duration=2.0) IncapSettings(AF_FirePanic)=(Vulnerability=(0.5), Cooldown=7.0, Duration=3) IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0) IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=1.5, Duration=2.0) IncapSettings(AF_Snare)= (Vulnerability=(0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5) IncapSettings(AF_Bleed)= (Vulnerability=(0.25)) //defaults Begin Object Name=MeleeHelper_0 BaseDamage=20 //20 MaxHitRange=180.f MomentumTransfer=25000.f MyDamageType=class'KFDT_Slashing_ZedWeak' MeleeImpactCamScale=0.2 PlayerDoorDamageMultiplier=5.f End Object MeleeAttackHelper=MeleeHelper_0 Health=130 // 2.5x default //200 //100 // Override Head GoreHealth (aka HeadHealth) HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=100, DmgScale=1.001, SkinID=1) // default is 20 GoreHealth=75 DoshValue=30.0 // 2x default because they are harder to hit/kill XPValues(0)=32 // 4x default because they are harder to hit/kill // Really fast sprint SprintSpeed=700 //620 SprintStrafeSpeed=425.f GroundSpeed=500 //390 JumpZ=1100 //750 CloakSpeed=2.0f //defaults ThirdPersonViewOffset={( OffsetHigh=(X=-175,Y=50,Z=25), OffsetLow=(X=-220,Y=50,Z=50), OffsetMid=(X=-150,Y=50,Z=-30), )} }