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