//============================================================================= // KFZedArmorInfo_BloatKing //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class KFZedArmorInfo_BloatKing extends KFZedArmorInfo; simulated function UpdateArmorPiece(int PieceIdx) { local int i; super.UpdateArmorPiece(PieceIdx); switch (ArmorZones[PieceIdx].ArmorZoneName) { case 'head': // King bloat uses 2 static attachments for the head piece. // Assume these are slot 0, 1 for future possible holiday purposes. // Min at list length in case there are fewer than default meshes. for (i = Min(1, StaticAttachList.Length - 1); i >= 0; --i) { Mesh.DetachComponent(StaticAttachList[i]); DetachComponent(StaticAttachList[i]); StaticAttachList.Remove(i, 1); } break; case 'front': case 'back': DetachComponent(ThirdPersonAttachments[PieceIdx]); ThirdPersonAttachments[PieceIdx] = none; break; } } defaultproperties { ArmorScale=1.f ArmorZones.Add({( ArmorZoneName=head, AffectedHitZones=(head), bAffectedByFrontDamage=true, bAffectedByBackDamage=true, SocketName=FX_Armor_Head, ArmorHealth=1100, ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Small_Armor_Explo', ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Head_Armor')}) ArmorZones.Add({( ArmorZoneName=front, AffectedHitZones=(chest,heart,stomach,abdomen), bAffectedByFrontDamage=true, bAffectedByBackDamage=false, SocketName=FX_Armor_Chest, ArmorHealth=4800, ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Large_Armor_Explo', ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Chest_Armor')}) ArmorZones.Add({( ArmorZoneName=back, AffectedHitZones=(chest,heart,stomach,abdomen), bAffectedByFrontDamage=false, bAffectedByBackDamage=true, SocketName=FX_Armor_Back, ArmorHealth=3600, ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Large_Armor_Explo', ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Back_Armor')}) // Resistant damage types ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.5))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.5))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.4))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.5))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.5))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(1.0))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(1.0))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.0))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.9))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.4))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.5))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.05)) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingFart', DamageScale=(0.00))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingPukeMine', DamageScale=(0.0))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingSubspawnExplosion', DamageScale=(25.0))) //Special cases ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_HRGHealthrower', DamageScale=(1.2))) ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding_Hemogoblin', DamageScale=(1.0))) }