148 lines
7.1 KiB
Ucode
148 lines
7.1 KiB
Ucode
//=============================================================================
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// KFPawn_ZedStalker_Versus
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//=============================================================================
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// Player-controlled Stalker pawn
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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_ZedStalker_Versus extends KFPawn_ZedStalker;
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/**
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* Called every 0.5f seconds to check if a cloaked zed has been spotted
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* Network: All but dedicated server
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*/
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simulated event UpdateSpottedStatus()
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{
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if( !bIsSprinting )
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{
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if( bIsCloakingSpottedByLP )
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{
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bIsCloakingSpottedByLP = false;
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UpdateGameplayMICParams();
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}
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return;
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}
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super.UpdateSpottedStatus();
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}
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/** notification from player with CallOut ability */
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function CallOutCloaking( optional KFPlayerController CallOutController )
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{
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if( !bIsSprinting )
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{
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if( bIsCloakingSpottedByTeam )
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{
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bIsCloakingSpottedByTeam = false;
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UpdateGameplayMICParams();
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}
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return;
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}
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super.CallOutCloaking( CallOutController );
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}
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defaultproperties
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{
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bVersusZed=true
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TeammateCollisionRadiusPercent=0.30
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Begin Object Name=SpecialMoveHandler_0
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SpecialMoveClasses(SM_PlayerZedMove_LMB)= class'KFSM_PlayerStalker_Melee'
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SpecialMoveClasses(SM_PlayerZedMove_RMB)= class'KFSM_PlayerStalker_Melee2'
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SpecialMoveClasses(SM_PlayerZedMove_V)= class'KFSM_PlayerStalker_Roll'
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End Object
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MoveListGamepadScheme(ZGM_Melee_Square)=SM_PlayerZedMove_LMB
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MoveListGamepadScheme(ZGM_Melee_Triangle)=SM_PlayerZedMove_RMB
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MoveListGamepadScheme(ZGM_Special_R3)=SM_PlayerZedMove_V
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SpecialMoveCooldowns(0)=(SMHandle=SM_PlayerZedMove_LMB, CooldownTime=0.25f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Melee', NameLocalizationKey="Light")
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SpecialMoveCooldowns(1)=(SMHandle=SM_PlayerZedMove_RMB, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-HeavyMelee', NameLocalizationKey="Heavy")
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SpecialMoveCooldowns(2)=(SMHandle=SM_Taunt, CooldownTime=0.0f, bShowOnHud=false)
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SpecialMoveCooldowns(3)=(SMHandle=SM_PlayerZedMove_V, CooldownTime=0.35f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Evade', NameLocalizationKey="Evade")
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SpecialMoveCooldowns.Add((SMHandle=SM_Jump, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Stalker_UI.ZED-VS_Icons_Stalker-Jump', bShowOnHud=false)) // Jump always at end of array)) // Jump always at end of array
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(1.1))) //3.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.7))) //1.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.3))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.4))) //1.01
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.4))) //0.76 0.5
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(0.75))) //0.5 //1.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(0.75))) //0.5 //1.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(0.8))) //0.8 //0.5
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DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.35))) //0.25
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DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.20))) //0.85 0.35
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DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.4))) //1.0
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DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(1.0))) //0.88
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// special case
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15', DamageScale=(1.2))
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MB500', DamageScale=(0.5))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858', DamageScale=(0.75))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Colt1911', DamageScale=(0.65))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm', DamageScale=(1.6))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Pistol_Medic', DamageScale=(1.5))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Winchester', DamageScale=(0.6))) //0.9 0.7
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DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_CaulkBurn', DamageScale=(1.5))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_ExplosiveSubmunition_HX25', DamageScale=(0.5))) //0.9 0.6
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_EvisceratorProj', DamageScale=(0.3))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Eviscerator', DamageScale=(0.3))) //0.9
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DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon_Crovel', DamageScale=(1.2))) //0.8
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IncapSettings(AF_Stun)= (Vulnerability=(0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0)
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IncapSettings(AF_Knockdown)=(Vulnerability=(0.5), Cooldown=3.0)
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IncapSettings(AF_Stumble)= (Vulnerability=(0.1), Cooldown=3.0)
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IncapSettings(AF_GunHit)= (Vulnerability=(1.0), Cooldown=0.75)
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IncapSettings(AF_MeleeHit)= (Vulnerability=(1.0), Cooldown=0.5)
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IncapSettings(AF_Poison)= (Vulnerability=(1), Cooldown=5.0, Duration=2.0)
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IncapSettings(AF_Microwave)=(Vulnerability=(0.25), Cooldown=5.0, Duration=2.0)
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IncapSettings(AF_FirePanic)=(Vulnerability=(0.5), Cooldown=7.0, Duration=3)
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IncapSettings(AF_EMP)= (Vulnerability=(2.5), Cooldown=5.0, Duration=3.0)
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IncapSettings(AF_Freeze)= (Vulnerability=(1.0), Cooldown=1.5, Duration=2.0)
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IncapSettings(AF_Snare)= (Vulnerability=(0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5)
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IncapSettings(AF_Bleed)= (Vulnerability=(0.25))
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//defaults
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Begin Object Name=MeleeHelper_0
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BaseDamage=20 //20
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MaxHitRange=180.f
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MomentumTransfer=25000.f
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MyDamageType=class'KFDT_Slashing_ZedWeak'
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MeleeImpactCamScale=0.2
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PlayerDoorDamageMultiplier=5.f
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End Object
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MeleeAttackHelper=MeleeHelper_0
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Health=130 // 2.5x default //200 //100
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// Override Head GoreHealth (aka HeadHealth)
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HitZones[HZI_HEAD]=(ZoneName=head, BoneName=Head, Limb=BP_Head, GoreHealth=100, DmgScale=1.001, SkinID=1) // default is 20 GoreHealth=75
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DoshValue=30.0 // 2x default because they are harder to hit/kill
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XPValues(0)=32 // 4x default because they are harder to hit/kill
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// Really fast sprint
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SprintSpeed=700 //620
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SprintStrafeSpeed=425.f
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GroundSpeed=500 //390
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JumpZ=1100 //750
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CloakSpeed=2.0f
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//defaults
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ThirdPersonViewOffset={(
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OffsetHigh=(X=-175,Y=50,Z=25),
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OffsetLow=(X=-220,Y=50,Z=50),
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OffsetMid=(X=-150,Y=50,Z=-30),
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)}
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}
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