1
0
KF2-Dev-Scripts/KFGameContent/Classes/KFDT_MediumZedBump.uc
2020-12-13 18:01:13 +03:00

41 lines
1.6 KiB
Ucode

//=============================================================================
// 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
}