//============================================================================= // KFPawn_ZedClot_Cyst //============================================================================= // KF Pawn for Clot //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFPawn_ZedClot_Cyst extends KFPawn_ZedClot; /** Returns (hardcoded) trader advice dialog ID */ static function int GetTraderAdviceID() { return 36;//TRAD_AdviceClotU } defaultproperties { LocalizationKey=KFPawn_ZedClot_Cyst // --------------------------------------------- // Stats XPValues(0)=8 XPValues(1)=11 XPValues(2)=11 XPValues(3)=11 Begin Object Name=KFPawnSkeletalMeshComponent bPerBoneMotionBlur=false End Object // --------------------------------------------- // Content MonsterArchPath="ZED_ARCH.ZED_Clot_UnDev_Archetype" PawnAnimInfo=KFPawnAnimInfo'ZED_Clot_Anim.UndevClot_AnimGroup' DifficultySettings=class'KFDifficulty_ClotCyst' // --------------------------------------------- // Gameplay GrabAttackFrequency=0.8f KnockedDownBySonicWaveOdds=0.35f // for reference: Vulnerability=(default, head, legs, arms, special) IncapSettings(AF_Stun)= (Vulnerability=(2.0, 2.0, 1.0, 1.0, 1.0), Cooldown=3.0, Duration=3.0) IncapSettings(AF_Knockdown)= (Vulnerability=(1.f), Cooldown=1.0) IncapSettings(AF_Stumble)= (Vulnerability=(1.3f), Cooldown=0.2) IncapSettings(AF_GunHit)= (Vulnerability=(2.f), Cooldown=0.2) IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.0) IncapSettings(AF_Poison)= (Vulnerability=(5), Cooldown=6.0, Duration=4.5) IncapSettings(AF_Microwave)= (Vulnerability=(0.5), Cooldown=8.0, Duration=4.5) IncapSettings(AF_FirePanic)= (Vulnerability=(1.5), Cooldown=7.0, Duration=5) IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=5.0) IncapSettings(AF_Freeze)= (Vulnerability=(2.5), Cooldown=1.5, Duration=5.0) IncapSettings(AF_Snare)= (Vulnerability=(10.0, 10.0, 10.0, 10.0), Cooldown=5.5, Duration=4.0) IncapSettings(AF_Bleed)= (Vulnerability=(2.0)) ParryResistance=0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.5))) //3.0 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(1.5))) //2.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(1.01))) DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(1.0))) //0.76 DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.85))) //0.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.9))) // 0.5 DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.0))) //0.8 DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.25))) DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0))) //0.85 DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(1.0))) DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.9 // special case DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Knife', DamageScale=(1.0)) // --------------------------------------------- // AI / Navigation ControllerClass=class'KFAIController_ZedClot_Cyst' PeripheralVision=-0.5f //180 DamageRecoveryTimeHeavy=0.85f DamageRecoveryTimeMedium=1.0f RotationRate=(Pitch=50000,Yaw=20000,Roll=50000) KnockdownImpulseScale=1.0f `if(`notdefined(ShippingPC)) DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Underdeveloped'; `endif }