234 lines
8.4 KiB
Ucode
234 lines
8.4 KiB
Ucode
//=============================================================================
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// KFPawn_ZedClot_AlphaKing
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//=============================================================================
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// Alpha clot King
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFPawn_ZedClot_AlphaKing extends KFPawn_ZedClot_Alpha;
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/** Self-rally damage modifiers */
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var protected float SelfRallyDealtDamageModifier;
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var protected float SelfRallyTakenDamageModifier;
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/** If TRUE, this rally was applied to ourselves */
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var protected bool bWasSelfRally;
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// Sound when Clot King becomes enraged.
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var const AkEvent EnragedSoundEvent;
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/** Called immediately after gameplay begins */
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simulated event PostBeginPlay()
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{
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local class<KFDifficulty_ClotAlphaKing> MyDifficultySettings;
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local KFGameReplicationInfo KFGRI;
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local byte GameDifficulty;
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super.PostBeginPlay();
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MyDifficultySettings = class<KFDifficulty_ClotAlphaKing>( DifficultySettings );
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if( MyDifficultySettings != none )
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{
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// Set our (Network: ALL) difficulty-based settings
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KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
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if( KFGRI != none )
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{
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GameDifficulty = Clamp(KFGRI.GetModifiedGameDifficulty(), 0, MyDifficultySettings.default.RallyTriggerSettings.Length - 1);
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SelfRallyDealtDamageModifier = MyDifficultySettings.default.RallyTriggerSettings[GameDifficulty].SelfDealtDamageModifier;
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SelfRallyTakenDamageModifier = MyDifficultySettings.default.RallyTriggerSettings[GameDifficulty].SelfTakenDamageModifier;
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}
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}
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}
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event PossessedBy( Controller C, bool bVehicleTransition )
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{
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local KFAIController_ZedClot_AlphaKing AlphaController;
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super.PossessedBy( C, bVehicleTransition );
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// Initialize our rally settings
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AlphaController = KFAIController_ZedClot_AlphaKing( MyKFAIC );
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if( AlphaController != none )
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{
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AlphaController.InitRallySettings();
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}
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}
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/** Applies the rally buff and spawns a rally effect */
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simulated function bool Rally(
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KFPawn RallyInstigator,
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ParticleSystem RallyEffect,
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name EffectBoneName,
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vector EffectOffset,
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ParticleSystem AltRallyEffect,
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name AltEffectBoneNames[2],
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vector AltEffectOffset,
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optional bool bSkipEffects=false
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)
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{
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if( RallyInstigator == self )
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{
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bWasSelfRally = true;
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}
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else
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{
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bWasSelfRally = false;
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}
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return super.Rally(RallyInstigator, RallyEffect, EffectBoneName, EffectOffset, AltRallyEffect, AltEffectBoneNames, AltEffectOffset, bSkipEffects);
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}
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/** Applies the rally damage boost if applicable */
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simulated function int GetRallyBoostDamage( int NewDamage )
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{
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if( bWasSelfRally && SelfRallyDealtDamageModifier > 0.f )
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{
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return NewDamage * ( IsTimerActive(nameOf(Timer_EndRallyBoost)) ? SelfRallyDealtDamageModifier : 1.f );
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}
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else
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{
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return super.GetRallyBoostDamage( NewDamage );
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}
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}
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/** Applies the rally damage reduction if applicable */
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simulated function int GetRallyBoostResistance( int NewDamage )
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{
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if( bWasSelfRally && SelfRallyTakenDamageModifier > 0.f )
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{
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return NewDamage * ( IsTimerActive(nameOf(Timer_EndRallyBoost)) ? SelfRallyTakenDamageModifier : 1.f );
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}
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else
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{
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return super.GetRallyBoostDamage( NewDamage );
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}
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}
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function int GetHitZoneIndex(name BoneName)
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{
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if (BoneName == 'KBArmor')
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{
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//Known arbitrary, hacking some things in place
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return OverrideArmorFXIndex;
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}
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return super.GetHitZoneIndex(BoneName);
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}
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simulated function KFSkinTypeEffects GetHitZoneSkinTypeEffects(int HitZoneIdx)
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{
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if (HitZoneIdx == OverrideArmorFXIndex)
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{
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return CharacterArch.ImpactSkins[2];
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}
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return super.GetHitZoneSkinTypeEffects(HitZoneIdx);
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}
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function ZedExplodeArmor(int ArmorZoneIdx, name ArmorZoneName)
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{
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super.ZedExplodeArmor(ArmorZoneIdx, ArmorZoneName);
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KFAIController_ZedClot_AlphaKing(Controller).StartArmorLoss();
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}
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simulated function bool SetEnraged(bool bNewEnraged)
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{
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local bool bSuccess;
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bSuccess = super.SetEnraged(bNewEnraged);
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if (bSuccess && Role == ROLE_Authority && bNewEnraged)
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{
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PlaySoundBase(EnragedSoundEvent);
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}
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return bSuccess;
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}
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function SetSprinting(bool bNewSprintStatus)
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{
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if (bNewSprintStatus == false || (MyKFAIC != none && MyKFAIC.bCanSprint))
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{
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super.SetSprinting(bNewSprintStatus);
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}
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}
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defaultproperties
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{
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ArmorZoneStatus=3
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PreviousArmorZoneStatus=3
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LocalizationKey=KFPawn_ZedClot_AlphaKing
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MonsterArchPath="ZED_ARCH.ZED_Clot_AlphaKing_Archetype"
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ControllerClass=class'KFAIController_ZedClot_AlphaKing'
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DifficultySettings=class'KFDifficulty_ClotAlphaKing'
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Health=300 //100
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OverrideArmorFXIndex=200
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HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=125, DmgScale=1.1, SkinID=1)
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// Spawning
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MinSpawnSquadSizeType=EST_Medium
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// Movement Physics
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GroundSpeed=180.f //210.f
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SprintSpeed=450.f //500.f
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//Gameplay
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Begin Object Name=MeleeHelper_0
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BaseDamage=8.f //6.f
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MaxHitRange=172.f
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MomentumTransfer=25000.f
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MyDamageType=class'KFDT_Slashing_ZedWeak'
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End Object
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// Incap Settings
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// for reference: Vulnerability=(default, head, legs, arms, special)
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IncapSettings(AF_Stun)= (Vulnerability=(2.0, 2.0, 1.0, 1.0, 1.0), Cooldown=3.0, Duration=3.0)
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IncapSettings(AF_Knockdown)=(Vulnerability=(1.f), Cooldown=1.0)
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IncapSettings(AF_Stumble)= (Vulnerability=(1.3f), Cooldown=0.2)
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IncapSettings(AF_GunHit)= (Vulnerability=(2.5), Cooldown=0.2)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(2.0), Cooldown=0.0)
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IncapSettings(AF_Poison)= (Vulnerability=(3), Cooldown=6.0, Duration=3.0)
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IncapSettings(AF_Microwave)=(Vulnerability=(0.5), Cooldown=10.0, Duration=2.0)
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IncapSettings(AF_FirePanic)=(Vulnerability=(1.5), Cooldown=7.0, Duration=5)
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IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=5.0)
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IncapSettings(AF_Freeze)= (Vulnerability=(2.5), Cooldown=1.5, Duration=4.0)
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IncapSettings(AF_Snare)= (Vulnerability=(10.0, 10.0, 10.0, 10.0), Cooldown=5.5, Duration=4.0)
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IncapSettings(AF_Bleed)= (Vulnerability=(2.0))
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IncapSettings(AF_Shrink)= (Vulnerability=(1.0))
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ShrinkEffectModifier = 0.4f
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ParryResistance=0
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// ---------------------------------------------
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// Resistance & Vulnerability
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.5))) //3.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(1.01)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(1.0))) //0.76
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.85))) //0.75
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.9))) //0.75
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DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(3.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.25)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(1.0)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.88
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding', DamageScale=(1.0)))
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//special case
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DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_Beam', DamageScale=(3.5)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGeneratorSphereImpact', DamageScale=(1.2)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_DefaultFiremodeZapDamage', DamageScale=(3.5)))
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DamageTypeModifiers.Add((DamageType=class'KFDT_EMP_ArcGenerator_AltFiremodeZapDamage', DamageScale=(3.5)))
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ArmorInfoClass=class'KFZedArmorInfo_ClotKing'
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RepArmorPct[0] = 255
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RepArmorPct[1] = 255
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bCanRage=true
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EnragedSoundEvent=AkEvent'WW_ZED_Clot_Alpha.Play_Alpha_Clot_Special_Enrage'
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}
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