663 lines
22 KiB
Ucode
663 lines
22 KiB
Ucode
//=============================================================================
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// KFPawn_ZedHusk
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//=============================================================================
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// Husk
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// Attack Sequences:
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// Atk_Combo1_V1
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// Atk_Flame_V1
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// Atk_Shoot_V1
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// Atk_Shoot_V2
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// Atk_Suicide_V1
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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_ZedHusk extends KFPawn_Monster;
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/** Struct containing difficulty-based settings for the fireball */
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struct sHuskFireballSettings
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{
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/** Whether the explosion should trigger a secondary ground fire explosion */
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var bool bSpawnGroundFire;
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/** How much momentum to apply to the fireball */
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var float ExplosionMomentum;
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};
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/** Fireball projectile attack */
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var protected const class<KFProj_Husk_Fireball> FireballClass;
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/** Fireball settings, set per difficulty */
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var transient sHuskFireballSettings FireballSettings;
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/** Player-controlled offset for firing fireballs. */
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var protected vector PlayerFireOffset;
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/** HitZoneIndex of backpack zone */
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const BackpackZoneIndex = 3;
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/** Explosion template for backpack/suicide */
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var protected KFGameExplosion ExplosionTemplate;
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/** Set when husk blows up to make sure it only happens once */
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var protected transient bool bHasExploded;
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var protected transient bool bHasSuicideExploded;
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/** Chest light */
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var protected PointLightComponent ChestLightComponent;
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var protected const name ChestLightSocketName;
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var protected const float FireballChargeLightRadius;
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var protected const float AmbientLightRadiusInterpSpeed;
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var protected const float FireballLightRadiusInterpSpeed;
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var protected const float FireballLightMinBrightness;
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var protected const float FireballLightMaxBrightness;
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var protected bool bUseFireballLightRadius;
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/** Called from Possessed event when this controller has taken control of a Pawn */
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function PossessedBy( Controller C, bool bVehicleTransition )
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{
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local KFGameReplicationInfo KFGRI;
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super.PossessedBy( C, bVehicleTransition );
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// Set our difficulty-based settings
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if( !bVersusZed )
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{
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KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
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if( KFGRI != none )
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{
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FireballSettings = class<KFDifficulty_Husk>(DifficultySettings).static.GetFireballSettings( self, KFGRI );
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}
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}
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}
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/** Initialize our light */
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simulated function SetCharacterArch( KFCharacterInfoBase Info, optional bool bForce )
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{
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super.SetCharacterArch( Info, bForce );
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if( WorldInfo.NetMode != NM_DedicatedServer && !ChestLightComponent.bAttached && WorldInfo.GetDetailMode() > DM_Low )
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{
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Mesh.AttachComponentToSocket( ChestLightComponent, ChestLightSocketName );
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ChestLightComponent.SetEnabled( true );
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`LightPool.RegisterPointLight( ChestLightComponent, LPP_GameplayUsed );
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}
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}
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/*********************************************************************************************
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* Flamethrower attack handling
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**********************************************************************************************/
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/** Turns medium range flamethrower effect on */
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simulated function ANIMNOTIFY_FlameThrowerOn()
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{
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if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
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{
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KFSM_Husk_FlameThrowerAttack(SpecialMoves[SpecialMove]).TurnOnFlamethrower();
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}
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}
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/** Turns medium range flamethrower effect off */
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simulated function ANIMNOTIFY_FlameThrowerOff()
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{
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if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
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{
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KFSM_Husk_FlameThrowerAttack(SpecialMoves[SpecialMove]).TurnOffFlamethrower();
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}
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}
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/** Called from melee special move when it's interrupted */
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function NotifyAnimInterrupt( optional AnimNodeSequence SeqNode )
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{
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if( MyKFAIC != none && (IsImpaired() || IsHeadless()) && !MyKFAIC.GetActiveCommand().IsA('AICommand_HeadlessWander') )
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{
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class'AICommand_HeadlessWander'.Static.HeadlessWander( MyKFAIC );
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}
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}
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/*********************************************************************************************
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* Fireball projectile attack handling
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**********************************************************************************************/
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simulated function ANIMNOTIFY_WarnZedsOfFireball()
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{
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local Actor HitActor;
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local PlayerController PC;
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local KFPawn_Monster HitMonster;
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local vector FireLocation;
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local vector TraceStart, TraceEnd, HitLocation, HitNormal;
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local vector DangerPoint, AimDirection;
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if( Role == ROLE_Authority )
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{
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if( IsHumanControlled() )
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{
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PC = PlayerController( Controller );
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if( PC == none )
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{
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return;
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}
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FireLocation = GetPawnViewLocation() + (PlayerFireOffset >> GetViewRotation());
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TraceStart = PC.PlayerCamera.CameraCache.POV.Location;
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TraceEnd = PC.PlayerCamera.CameraCache.POV.Location + vector(PC.PlayerCamera.CameraCache.POV.Rotation)*5000.f;
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HitActor = Trace( HitLocation, HitNormal, TraceEnd, TraceStart, TRUE,,,TRACEFLAG_Bullet );
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if( HitActor != none )
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{
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AimDirection = HitLocation - FireLocation;
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TraceEnd = HitLocation;
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}
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else
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{
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AimDirection = TraceEnd - FireLocation;
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}
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}
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else
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{
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AimDirection = MyKFAIC.Enemy.Location - Location;
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FireLocation = MyKFAIC.Enemy.Location;
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}
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foreach TraceActors(class'KFPawn_Monster', HitMonster, HitLocation, HitNormal, FireLocation, Location, vect(50,50,50))
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{
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if( HitMonster.MyKFAIC != none )
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{
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// Get the closest point from the hit monster to the line trace to determine which way it should evade
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PointDistToLine(HitMonster.Location, AimDirection, Location, DangerPoint);
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// Tell the zed to evade away from the DangerPoint
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HitMonster.MyKFAIC.ReceiveLocationalWarning( DangerPoint, Location );
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}
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}
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}
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SetFireLightEnabled( bVersusZed ? false : true );
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}
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simulated function SetFireLightEnabled( bool bEnable )
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{
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if( WorldInfo.NetMode == NM_DedicatedServer || bPlayedDeath || ChestLightComponent == none || !ChestLightComponent.bAttached )
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{
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return;
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}
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bUseFireballLightRadius = bEnable && !WorldInfo.bDropDetail && `TimeSince(ChestLightComponent.LastRenderTime) < 0.25f;
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if( bEnable )
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{
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ChestLightComponent.MinBrightness = FireballLightMinBrightness;
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ChestLightComponent.MaxBrightness = FireballLightMaxBrightness;
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}
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else
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{
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ChestLightComponent.MinBrightness = default.ChestLightComponent.MinBrightness;
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ChestLightComponent.MaxBrightness = default.ChestLightComponent.MaxBrightness;
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}
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}
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simulated event Tick( float DeltaTime )
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{
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super.Tick( DeltaTime );
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if( WorldInfo.NetMode == NM_DedicatedServer || bPlayedDeath || ChestLightComponent == none || !ChestLightComponent.bAttached )
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{
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return;
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}
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if( bUseFireballLightRadius )
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{
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if( ChestLightComponent.Radius < FireballChargeLightRadius )
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{
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ChestLightComponent.SetRadius( FInterpConstantTo(ChestLightComponent.Radius, FireballChargeLightRadius, DeltaTime, FireballLightRadiusInterpSpeed) );
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}
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}
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else if( ChestLightComponent.Radius > default.ChestLightComponent.Radius )
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{
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ChestLightComponent.SetRadius( FInterpConstantTo(ChestLightComponent.Radius, default.ChestLightComponent.Radius, DeltaTime, AmbientLightRadiusInterpSpeed) );
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}
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}
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/** AnimNotify which launches the fireball projectile */
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simulated function ANIMNOTIFY_HuskFireballAttack()
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{
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local KFAIController_ZedHusk HuskAIC;
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local KFSM_Husk_FireballAttack FireballSM;
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if( MyKFAIC != none )
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{
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FireballSM = KFSM_Husk_FireBallAttack( SpecialMoves[SpecialMove] );
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if( FireballSM != none )
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{
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FireballSM.NotifyFireballFired();
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}
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HuskAIC = KFAIController_ZedHusk(MyKFAIC);
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if( HuskAIC != none )
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{
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HuskAIC.ShootFireball( FireballClass, FireballSM.GetFireOffset() );
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}
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}
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SetFireLightEnabled( false );
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}
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/** Overridden for updating spray collision */
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simulated event vector GetWeaponStartTraceLocation( optional weapon CurrentWeapon )
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{
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local vector Loc;
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local rotator Rot;
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local KFAIController_ZedHusk HuskAIC;
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if( MyKFAIC != none )
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{
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HuskAIC = KFAIController_ZedHusk(MyKFAIC);
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if( HuskAIC != none )
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{
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Mesh.GetSocketWorldLocationAndRotation( HuskAIC.FireballSocketName, Loc, Rot );
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return Loc;
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}
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}
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return super.GetWeaponStartTraceLocation();
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}
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/** Overriden to ensure flame thrower turns off on death or destruction */
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simulated function TerminateEffectsOnDeath()
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{
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if( IsDoingSpecialMove(SM_HoseWeaponAttack) )
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{
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SpecialMoveHandler.EndSpecialMove();
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}
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if( ChestLightComponent != none && ChestLightComponent.bAttached )
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{
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ChestLightComponent.DetachFromAny();
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ChestLightComponent = none;
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}
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super.TerminateEffectsOnDeath();
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}
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/*********************************************************************************************
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* Explode / Suicide
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**********************************************************************************************/
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/** Called from SkeletalMeshComponent::PlayParticleEffect() */
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simulated function OnAnimNotifyParticleSystemSpawned( const AnimNotify_PlayParticleEffect AnimNotifyData, ParticleSystemComponent PSC )
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{
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// Since anim notify particle systems can spawn after the special move ends, we need to kill any latent suicide FX
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if( !IsDoingSpecialMove(GetSuicideSM()) && InStr(string(PSC.Template.Name), "suicide",, true) != INDEX_NONE )
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{
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PSC.SetActive( false );
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return;
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}
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super.OnAnimNotifyParticleSystemSpawned( AnimNotifyData, PSC );
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}
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simulated function ESpecialMove GetSuicideSM()
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{
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return SM_Suicide;
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}
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/** Initialize GoreHealth (Server only) */
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function ApplySpecialZoneHealthMod(float HealthMod)
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{
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Super.ApplySpecialZoneHealthMod(HealthMod);
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HitZones[BackpackZoneIndex].GoreHealth = default.HitZones[BackpackZoneIndex].GoreHealth * HealthMod;
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}
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/** Override for Husk's backpack explosion */
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function bool CanInjureHitZone(class<DamageType> DamageType, int HitZoneIdx)
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{
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if( HitZoneIdx == BackpackZoneIndex && (!bPlayedDeath || WorldInfo.TimeSeconds == TimeOfDeath) )
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{
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return true;
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}
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return super.CanInjureHitZone(DamageType, HitZoneIdx);
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}
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/** Reliably play any gore effects related to a zone/limb being dismembered */
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simulated function HitZoneInjured(optional int HitZoneIdx=INDEX_None)
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{
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Super.HitZoneInjured(HitZoneIdx);
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// Server only since we use a replicated explosion actor
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if ( Role == ROLE_Authority && HitZoneIdx == BackpackZoneIndex )
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{
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TriggerExplosion( true );
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}
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}
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/** Called when husk backpack is exploded or when husk suicides */
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function TriggerExplosion(optional bool bIgnoreHumans)
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{
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local KFExplosionActorReplicated ExploActor;
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local Controller DamageInstigator, OldController;
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local bool bExplodeOnDeath;
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bExplodeOnDeath = WorldInfo.TimeSeconds == TimeOfDeath;
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// Only living husks can explode... and only once
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if( !bHasExploded && (!bPlayedDeath || bExplodeOnDeath) )
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{
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OldController = Controller;
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bHasExploded = true;
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bHasSuicideExploded = !bIgnoreHumans;
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if( Role == ROLE_Authority )
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{
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// explode using the given template
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ExploActor = Spawn(class'KFExplosionActorReplicated', self);
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if (ExploActor != None)
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{
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DamageInstigator = (bIgnoreHumans && LastHitBy != none && KFPlayerController(LastHitBy) != none) ? LastHitBy : MyKFAIC;
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ExploActor.InstigatorController = DamageInstigator;
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ExploActor.Instigator = self;
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// Force ourselves to get hit. These settings are not replicated,
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// but they only really make a difference on the server anyway.
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ExploActor.Attachee = self;
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if ( bIgnoreHumans )
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{
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ExplosionTemplate.ActorClassToIgnoreForDamage = class'KFPawn_Human';
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}
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else
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{
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ExplosionTemplate.ActorClassToIgnoreForDamage = none;
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}
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ExploActor.Explode(ExplosionTemplate, vect(0,0,1));
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}
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// Make sure we're dead!
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if( !bPlayedDeath || bExplodeOnDeath )
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{
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TakeRadiusDamage(DamageInstigator, 10000, ExplosionTemplate.DamageRadius, ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, true, self);
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}
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}
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OnExploded( OldController );
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}
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}
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/** Overriden in subclasses. Determines if we should explode on death in specific game modes */
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function bool WeeklyShouldExplodeOnDeath()
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{
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return !bHasExploded || !bHasSuicideExploded;
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}
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/** Do any explosion death-related actions */
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simulated function OnExploded( Controller SuicideController );
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/*********************************************************************************************
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* Damage handling
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**********************************************************************************************/
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/** Make sure damage to myself is enough to kill me when it's my suicide attack */
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function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
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{
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Super.AdjustDamage( InDamage, Momentum, InstigatedBy, HitLocation, DamageType, HitInfo, DamageCauser );
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if( MyKFAIC != none && MyKFAIC.IsSuicidal() && InstigatedBy == MyKFAIC && IsDoingSpecialMove(SM_Suicide) )
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{
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InDamage = 10000;
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}
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}
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function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum, Actor DamageCauser)
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{
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local KFAIDirector KFAID;
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local Pawn NewEnemy;
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// @todo: move to controller NotifyTakeHit
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if( Role == ROLE_Authority && MyKFAIC != none && MyKFAIC.IsSuicidal() && AICommand_Husk_Suicide(MyKFAIC.GetActiveCommand()) == none )
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{
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MyKFAIC.AIActionStatus = "Suicidal!";
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//TODO: Don't sprint if it's obvious that my initial suicide goal is a short distance from here
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bIsSprinting = true; // Don't trust SetSprinting since the result might depend on game difficulty level
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if( FRand() < 0.4f || MyKFAIC.Enemy == none || MyKFAIC.Enemy.Health <= 0 )
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{
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KFAID = KFGameInfo(WorldInfo.Game).GetAIDirector();
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if( KFAID != none )
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{
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NewEnemy = Pawn( KFAID.FindEnemyFor( MyKFAIC, true ) );
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if( NewEnemy != none )
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{
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MyKFAIC.SetEnemy( NewEnemy );
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}
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}
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}
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}
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Super.NotifyTakeHit(InstigatedBy, HitLocation, Damage, DamageType, Momentum, DamageCauser);
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}
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function PlayHit( float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo )
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{
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super.PlayHit( Damage, InstigatedBy, HitLocation, damageType, Momentum, HitInfo );
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// This forces the husk to die immediately when hit by an emp during his suicide move
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if( bEmpDisrupted && IsDoingSpecialMove(SM_Suicide) )
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{
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Died(InstigatedBy, DamageType, HitLocation);
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}
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}
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/** Interrupt certain moves when bEmpDisrupted is set */
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function OnStackingAfflictionChanged(byte Id)
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{
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Super.OnStackingAfflictionChanged(Id);
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if( MyKFAIC == none || !IsAliveAndWell() )
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{
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return;
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}
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if ( bEMPDisrupted )
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{
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if( IsDoingSpecialMove(SM_StandAndShootAttack) || IsDoingSpecialMove(SM_HoseWeaponAttack) )
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{
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EndSpecialMove();
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}
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}
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}
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/** Returns (hardcoded) dialog event ID for when trader gives advice to player who was killed by this zed type */
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static function int GetTraderAdviceID()
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{
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return 45;//TRAD_AdviceHusk
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}
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DefaultProperties
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{
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LocalizationKey=KFPawn_ZedHusk
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// ---------------------------------------------
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// Stats
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XPValues(0)=15
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XPValues(1)=20
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XPValues(2)=27
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XPValues(3)=31
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// ---------------------------------------------
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// Content
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MonsterArchPath="ZED_ARCH.ZED_Husk_Archetype"
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DifficultySettings=class'KFDifficulty_Husk'
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FireballClass= class'KFGameContent.KFProj_Husk_Fireball'
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// ---------------------------------------------
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// Visuals
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Begin Object Class=PointLightComponent Name=ChestLightComponent0
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FalloffExponent=2.f
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Brightness=0.5f
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Radius=160.f
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LightColor=(R=250,G=155,B=40,A=255)
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CastShadows=false
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bCastPerObjectShadows=false
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bEnabled=false
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LightingChannels=(Indoor=true,Outdoor=true,bInitialized=true)
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// light anim
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AnimationType=1
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AnimationFrequency=2.0f
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MinBrightness=0.4f
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MaxBrightness=0.5f
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End Object
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ChestLightComponent=ChestLightComponent0
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ChestLightSocketName=ChestLightSocket
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FireballChargeLightRadius=256.f
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AmbientLightRadiusInterpSpeed=300.f
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FireballLightRadiusInterpSpeed=100.f
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FireballLightMinBrightness=1.1f
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FireballLightMaxBrightness=1.25f
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// Explosion light
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=245,G=190,B=140,A=255)
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bCastPerObjectShadows=false
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End Object
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// Backpack/Suicide Explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=190
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DamageRadius=500
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DamageFalloffExponent=0.5f
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DamageDelay=0.f
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bFullDamageToAttachee=true
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_HuskSuicide'
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskSuicide_Explosion'
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ExplosionSound=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Suicide_Explode'
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MomentumTransferScale=1.f
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.5
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskSuicide'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=1.f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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|
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// ---------------------------------------------
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// Special Moves
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Begin Object Name=SpecialMoveHandler_0
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SpecialMoveClasses(SM_Taunt) = class'KFGame.KFSM_Zed_Taunt'
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SpecialMoveClasses(SM_Suicide) = class'KFSM_Husk_Suicide'
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SpecialMoveClasses(SM_Evade) = class'KFSM_Evade'
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SpecialMoveClasses(SM_Evade_Fear) = class'KFSM_Evade_Fear'
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SpecialMoveClasses(SM_StandAndShootAttack)= class'KFSM_Husk_FireBallAttack'
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SpecialMoveClasses(SM_HoseWeaponAttack)= class'KFSM_Husk_FlameThrowerAttack'
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End Object
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|
|
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// for reference: Vulnerability=( default, head, legs, arms, special)
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IncapSettings(AF_Stun)= (Vulnerability=(0.5, 2.0, 0.5, 0.5, 2.0), Cooldown=5.0, Duration=1.5)
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IncapSettings(AF_Knockdown)=(Vulnerability=(0.4), Cooldown=3)
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IncapSettings(AF_Stumble)= (Vulnerability=(0.4), Cooldown=1.0)
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IncapSettings(AF_GunHit)= (Vulnerability=(0.5, 0.5, 0.2, 0.2, 0.5), Cooldown=0.2)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=0.75)
|
|
IncapSettings(AF_FirePanic)=(Vulnerability=(0.0), Cooldown=5.0, Duration=2.0)
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IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0)
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IncapSettings(AF_Poison)= (Vulnerability=(0.15), Cooldown=20.5, Duration=5.0)
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|
IncapSettings(AF_Microwave)=(Vulnerability=(3), Cooldown=8.5, Duration=4.0)
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|
IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=1.5, Duration=1.0)
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|
IncapSettings(AF_Snare)= (Vulnerability=(1.0, 2.0, 1.0, 1.0, 2.0), Cooldown=5.5, Duration=3.0)
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|
IncapSettings(AF_Bleed)= (Vulnerability=(1.0))
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|
|
|
Begin Object Name=Afflictions_0
|
|
FireFullyCharredDuration=5
|
|
AfflictionClasses(AF_EMP)=class'KFAffliction_EMPDisrupt'
|
|
End Object
|
|
|
|
ParryResistance=2
|
|
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.75))) //0.5
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.65))) //0.5
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(1.0)))
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.85))) //0.4
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.7))) //1
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.75))) //0.45
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.85))) //0.45
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.5))) //0
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(1.15)))
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.75)))
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.5)))
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.25)))
|
|
|
|
//Special Case damage resistance
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.0))
|
|
DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(1.0))
|
|
|
|
|
|
// ---------------------------------------------
|
|
// Movement / Physics
|
|
GroundSpeed=170.0f
|
|
SprintSpeed=450.0f
|
|
|
|
RotationRate=(Pitch=50000,Yaw=66000,Roll=50000)
|
|
|
|
// ---------------------------------------------
|
|
// AI / Navigation
|
|
ControllerClass=class'KFAIController_ZedHusk'
|
|
DamageRecoveryTimeHeavy=0.75f
|
|
DamageRecoveryTimeMedium=1.0f
|
|
|
|
KnockdownImpulseScale=1.0f
|
|
|
|
ElitePawnClass.Add(class'KFPawn_ZedDAR_EMP')
|
|
ElitePawnClass.Add(class'KFPawn_ZedDAR_Laser')
|
|
ElitePawnClass.Add(class'KFPawn_ZedDAR_Rocket')
|
|
|
|
// ---------------------------------------------
|
|
// Gameplay
|
|
Begin Object Name=MeleeHelper_0
|
|
BaseDamage=15.f
|
|
MaxHitRange=180.f
|
|
MomentumTransfer=25000.f
|
|
MyDamageType=class'KFDT_Slashing_ZedWeak'
|
|
End Object
|
|
|
|
Health=462 // KF1=600
|
|
DoshValue=17
|
|
Mass=65.f
|
|
|
|
//DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.5f)))
|
|
|
|
// Penetration
|
|
PenetrationResistance=2.0
|
|
|
|
// Custom Hit Zones (HeadHealth, SkinTypes, etc...)
|
|
HeadlessBleedOutTime=5.f
|
|
HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=200, DmgScale=1.001, SkinID=1) // KF1=200 //154
|
|
HitZones[3] =(ZoneName=heart, BoneName=Spine2, Limb=BP_Special, GoreHealth=75, DmgScale=1.5, SkinID=2) //0.5
|
|
HitZones[8] =(ZoneName=rforearm, BoneName=RightForearm, Limb=BP_RightArm, GoreHealth=20, DmgScale=0.5, SkinID=3)
|
|
|
|
WeakSpotSocketNames.Add(WeakPointSocket1) // Backpack
|
|
|
|
bDisableTurnInPlace=false
|
|
|
|
`if(`notdefined(ShippingPC))
|
|
DebugRadarTexture=Texture2D'UI_ZEDRadar_TEX.MapIcon_Husk';
|
|
`endif
|
|
|
|
// ---------------------------------------------
|
|
// Spawning
|
|
MinSpawnSquadSizeType=EST_Medium
|
|
|
|
ZEDCowboyHatAttachName=Hat_Attach
|
|
}
|