// Zombie Monster for KF Invasion gametype class ZombieFleshpoundBase extends KFMonster abstract; #exec OBJ LOAD FILE=PlayerSounds.uax var () float BlockDamageReduction; var bool bChargingPlayer,bClientCharge; var int TwoSecondDamageTotal; var float LastDamagedTime,RageEndTime; var() vector RotMag; // how far to rot view var() vector RotRate; // how fast to rot view var() float RotTime; // how much time to rot the instigator's view var() vector OffsetMag; // max view offset vertically var() vector OffsetRate; // how fast to offset view vertically var() float OffsetTime; // how much time to offset view var name ChargingAnim; // How he runs when charging the player. //var ONSHeadlightCorona DeviceGlow; //KFTODO: Don't think this is needed, its not reffed anywhere var () int RageDamageThreshold; // configurable. var FleshPoundAvoidArea AvoidArea; // Make the other AI fear this AI var bool bFrustrated; // The fleshpound is tired of being kited and is pissed and ready to attack replication { reliable if(Role == ROLE_Authority) bChargingPlayer, bFrustrated; } //------------------------------------------------------------------------------- // NOTE: All Code resides in the child class(this class was only created to // eliminate hitching caused by loading default properties during play) //------------------------------------------------------------------------------- defaultproperties { bMeleeStunImmune = true BlockDamageReduction=0.400000 MeleeAnims(0)="PoundAttack1" MeleeAnims(1)="PoundAttack2" MeleeAnims(2)="PoundAttack3" damageForce=15000 bFatAss=True KFRagdollName="FleshPound_Trip" ScoringValue=200 IdleHeavyAnim="PoundIdle" IdleRifleAnim="PoundIdle" RagDeathVel=100.000000 RagDeathUpKick=100.000000 MeleeRange=55.000000 MovementAnims(0)="PoundWalk" MovementAnims(1)="WalkB" MovementAnims(2)="RunL" MovementAnims(3)="RunR" WalkAnims(0)="PoundWalk" WalkAnims(1)="WalkB" WalkAnims(2)="RunL" WalkAnims(3)="RunR" IdleCrouchAnim="PoundIdle" IdleWeaponAnim="PoundIdle" IdleRestAnim="PoundIdle" ChargingAnim = "PoundRun" AmbientGlow=0 Mass=600.000000 RotationRate=(Yaw=45000,Roll=0) RotMag=(X=500.000000,Y=500.000000,Z=600.000000) RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) RotTime=6.000000 OffsetMag=(X=5.000000,Y=10.000000,Z=5.000000) OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000) OffsetTime=3.500000 GroundSpeed=130.000000 WaterSpeed=120.000000 MeleeDamage=35 //StunTime=0.3 //Was used in Balance Round 1(removed for Round 2) StunsRemaining=1 //Added in Balance Round 2 Health=1500//2000 HealthMax=1500 PlayerCountHealthScale=0.25 PlayerNumHeadHealthScale=0.30 // Was 0.35 in Balance Round 1 HeadHealth=700 SpinDamConst=20.000000 SpinDamRand=20.000000 bBoss=True MenuName="Flesh Pound" CollisionRadius=26 CollisionHeight=44 Skins(1)=Shader'KFCharacters.FPAmberBloomShader' RageDamageThreshold = 360 Intelligence=BRAINS_Mammal // Changed in Balance Round 1 bUseExtendedCollision=True ColOffset=(Z=52) ColRadius=36 ColHeight=35//46 PrePivot=(Z=0) ZombieFlag=3 SeveredHeadAttachScale=1.5 SeveredLegAttachScale=1.2 SeveredArmAttachScale=1.3 BleedOutDuration=7.0 HeadHeight=2.5 HeadScale=1.3 OnlineHeadshotOffset=(X=22,Y=0,Z=68) OnlineHeadshotScale=1.3 MotionDetectorThreat=5.0 ZapThreshold=1.75 ZappedDamageMod=1.25 DamageToMonsterScale=5.0 bHarpoonToHeadStuns=true bHarpoonToBodyStuns=false }