//============================================================================= // KFPawn_ZedBloat_Versus //============================================================================= // Bloat Versus pawn //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFPawn_ZedBloat_Versus extends KFPawn_ZedBloat; /** Spawn a puke mine */ simulated function ANIMNOTIFY_PukeMineAttack() { local vector SpawnLocation; local rotator SpawnRotation; if( Role == ROLE_Authority ) { Mesh.GetSocketWorldLocationAndRotation( 'PukeSocket', SpawnLocation, SpawnRotation ); SpawnPukeMine( SpawnLocation, SpawnRotation ); } } defaultproperties { bVersusZed=true TeammateCollisionRadiusPercent=0.30 VomitDamage=20 // //defaults Begin Object Name=MeleeHelper_0 BaseDamage=20.f MaxHitRange=250.f MomentumTransfer=25000.f MyDamageType=class'KFDT_Slashing_ZedWeak' End Object MeleeAttackHelper=MeleeHelper_0 Begin Object Name=SpecialMoveHandler_0 SpecialMoveClasses(SM_PlayerZedMove_LMB)= class'KFSM_PlayerBloat_Melee2' SpecialMoveClasses(SM_PlayerZedMove_RMB)= class'KFSM_PlayerBloat_PukeMineAttack' SpecialMoveClasses(SM_PlayerZedMove_V)= class'KFSM_PlayerBloat_Melee' SpecialMoveClasses(SM_PlayerZedMove_MMB)= class'KFSM_PlayerBloat_Block' End Object MoveListGamepadScheme(ZGM_Melee_Square)=SM_PlayerZedMove_V MoveListGamepadScheme(ZGM_Block_R1)=SM_PlayerZedMove_MMB MoveListGamepadScheme(ZGM_Attack_R2)=SM_PlayerZedMove_LMB MoveListGamepadScheme(ZGM_Attack_L2)=SM_PlayerZedMove_RMB SpecialMoveCooldowns(0)=(SMHandle=SM_PlayerZedMove_LMB, CooldownTime=1.25f, SpecialMoveIcon=Texture2D'ZED_Bloat_UI.ZED-VS_Icons_Bloat-Puke', NameLocalizationKey="Puke") SpecialMoveCooldowns(1)=(SMHandle=SM_PlayerZedMove_RMB, CooldownTime=1.55f, SpecialMoveIcon=Texture2D'ZED_Bloat_UI.ZED-VS_Icons_Bloat-PukeMine', NameLocalizationKey="Mine") //1.35 SpecialMoveCooldowns(2)=(SMHandle=SM_Taunt, CooldownTime=0.0f, bShowOnHud=false) SpecialMoveCooldowns(3)=(SMHandle=SM_PlayerZedMove_V, CooldownTime=0.5f, SpecialMoveIcon=Texture2D'ZED_Bloat_UI.ZED-VS_Icons_Bloat-Melee', NameLocalizationKey="Heavy") SpecialMoveCooldowns(4)=(SMHandle=SM_PlayerZedMove_MMB, CooldownTime=0.5f, SpecialMoveIcon=Texture2D'ZED_Shared_UI.ZED-VS_Icons_Generic-Block', NameLocalizationKey="Block") //1.7 SpecialMoveCooldowns.Add((SMHandle=SM_Jump, CooldownTime=1.5f, SpecialMoveIcon=Texture2D'ZED_Bloat_UI.ZED-VS_Icons_Bloat-Jump', bShowOnHud=false)) // Jump always at end of array DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.8))) //3.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.75))) //1.0 //0.55 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.3))) //0.9 0.4 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.6))) //1.01 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.65))) //0.76 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.9))) //0.5 //0.45 //0.65 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.9))) //0.5 //0.45 //0.65 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.0))) //0.8 DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(1.5))) //0.25 DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.5))) //0.85 DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.4))) //1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.2))) //0.88 // special case DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15', DamageScale=(1.1)) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MB500', DamageScale=(0.7))) //0.9 1.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_DBShotgun', DamageScale=(0.5))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(1.5))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Colt1911', DamageScale=(0.70))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.4))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Pistol_Medic', DamageScale=(1.4))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Winchester', DamageScale=(0.85))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_CaulkBurn', DamageScale=(2.0))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_ExplosiveSubmunition_HX25', DamageScale=(0.6))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_EvisceratorProj', DamageScale=(0.3))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Eviscerator', DamageScale=(0.7))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_DragonsBreath', DamageScale=(1.0))) //0.9 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon_Crovel', DamageScale=(1.2))) //0.8 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_HRGTeslauncher', DamageScale=(0.58))) IncapSettings(AF_Stun)= (Vulnerability=(0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5) //0.5, 1.0, 0.5, 0.5, 0.5 IncapSettings(AF_Knockdown)=(Vulnerability=(0.2), Cooldown=10) IncapSettings(AF_Stumble)= (Vulnerability=(0.1), Cooldown=5) IncapSettings(AF_GunHit)= (Vulnerability=(0.2), Cooldown=1.7) IncapSettings(AF_MeleeHit)= (Vulnerability=(0.5), Cooldown=1.35) IncapSettings(AF_Poison)= (Vulnerability=(0.6), Cooldown=20.0, Duration=1.5) IncapSettings(AF_Microwave)=(Vulnerability=(0.5), Cooldown=10.0, Duration=2.5) IncapSettings(AF_FirePanic)=(Vulnerability=(0.9), Cooldown=5.0, Duration=3.0) IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=10.0, Duration=2.2) //0.98 IncapSettings(AF_Freeze)= (Vulnerability=(0.5), Cooldown=1.5, Duration=0.5) //0.98 IncapSettings(AF_Snare)= (Vulnerability=(0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5) IncapSettings(AF_Bleed)= (Vulnerability=(0.25)) // Faster sprint SprintSpeed=410//445.0f //400 //420 SprintStrafeSpeed=300.f//295.f //250 Groundspeed=270//2.85f //260 //250 //280 Health=700 //485 600 HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=350, DmgScale=1.001, SkinID=1)//gorehealth 90 175 DoshValue=25 // 1.2x 17 default because they have 1.2x more health XPValues(0)=40 // 1.2 x 2x default because they have 1.2x more health // Blocking higher values = less resistance MinBlockFOV=0.f //defaults ThirdPersonViewOffset={( OffsetHigh=(X=-175,Y=60,Z=60), OffsetLow=(X=-220,Y=100,Z=50), OffsetMid=(X=-160,Y=50,Z=10), )} }