41 lines
1.6 KiB
Ucode
41 lines
1.6 KiB
Ucode
//=============================================================================
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// KFDT_HeavyZedBump
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//=============================================================================
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// The damage that is used to obliterate players and zeds when bumping them while enraged
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_HeavyZedBump extends KFDamageType
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abstract
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hidedropdown;
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defaultproperties
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{
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bIgnoreZedOnZedScaling=true
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KDamageImpulse = 3200 //1500 //7000 //4500
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KDeathUpKick = 700 //0
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KDeathVel = 375
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KnockdownPower = 200 //100
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StunPower = 0
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StumblePower = 550 //150
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MeleeHitPower = 100
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// Obliteration
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GoreDamageGroup = DGT_Explosive
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RadialDamageImpulse = 8000.f // This controls how much impulse is applied to gibs when exploding
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bUseHitLocationForGibImpulses = true // This will make the impulse origin where the victim was hit for directional gibs
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bPointImpulseTowardsOrigin = true // This creates an impulse direction aligned along hitlocation and pawn location -- this will push all gibs in the same direction
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ImpulseOriginScale = 100.f // Higher means more directional gibbing, lower means more outward (and upward) gibbing
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ImpulseOriginLift = 150.f
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MaxObliterationGibs = 12 // Maximum number of gibs that can be spawned by obliteration, 0=MAX
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bCanGib = true
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bCanObliterate = true
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ObliterationHealthThreshold = 0
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ObliterationDamageThreshold = 1
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bIgnoreAggroOnDamage=true
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}
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