//============================================================================= // KFDT_MediumZedBump //============================================================================= // The damage that is used to obliterate players and zeds when bumping them while enraged //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class KFDT_MediumZedBump extends KFDT_HeavyZedBump abstract hidedropdown; defaultproperties { bIgnoreZedOnZedScaling = true KDamageImpulse = 1600 //1500 //7000 //4500 KDeathUpKick = 700 //0 KDeathVel = 375 KnockdownPower = 100 //100 StunPower = 0 StumblePower = 225 //150 MeleeHitPower = 25 // Obliteration GoreDamageGroup = DGT_Explosive RadialDamageImpulse = 8000.f // This controls how much impulse is applied to gibs when exploding bUseHitLocationForGibImpulses = true // This will make the impulse origin where the victim was hit for directional gibs bPointImpulseTowardsOrigin = true // This creates an impulse direction aligned along hitlocation and pawn location -- this will push all gibs in the same direction ImpulseOriginScale = 100.f // Higher means more directional gibbing, lower means more outward (and upward) gibbing ImpulseOriginLift = 150.f MaxObliterationGibs = 12 // Maximum number of gibs that can be spawned by obliteration, 0=MAX bCanGib = true bCanObliterate = true ObliterationHealthThreshold = 0 ObliterationDamageThreshold = 1 bIgnoreAggroOnDamage = true }