Add changed for updates 001 and 002
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@ -26,13 +26,24 @@ static function float GetNiceHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, Nic
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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//if(IsPerkedPickup(pickupClass)){
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//if(IsPerkedPickup(pickupClass)){
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ret += 0.25;
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ret += 0.25;
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if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterTalent')){
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if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterDamage')){
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calibratedTalentBonus = 0.1f * Min(nicePawn.calibrationScore, 3);
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calibratedTalentBonus = 0.1f * Min(nicePawn.calibrationScore, 3);
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ret *= (1.0 + calibratedTalentBonus);
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ret *= (1.0 + calibratedTalentBonus);
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}
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}
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//}
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//}
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return ret;
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return ret;
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}
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}
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static function int AddStunScore(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int inStunScore, class<NiceWeaponDamageType> DmgType)
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{
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local NicePlayerController nicePlayer;
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if (KFPRI != none) {
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nicePlayer = NicePlayerController(KFPRI.Owner);
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}
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if(nicePlayer != none && class'NiceVetSharpshooter'.static.HasSkill(nicePlayer, class'NiceSkillSharpshooterControl')) {
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return int(float(inStunScore) * class'NiceSkillSharpshooterControl'.default.stunMultiplier);
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}
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return inStunScore;
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}
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other){
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local float reloadMult;
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local float reloadMult;
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//local float reloadScale;
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//local float reloadScale;
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@ -46,15 +57,15 @@ static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI
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reloadMult = 1.0;
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reloadMult = 1.0;
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if(nicePlayer != none)
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if(nicePlayer != none)
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePlayer != none && nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterHardWork')){
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if(nicePlayer != none && nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterControl')){
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//reloadScale = VSize(nicePlayer.pawn.velocity) / nicePlayer.pawn.groundSpeed;
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//reloadScale = VSize(nicePlayer.pawn.velocity) / nicePlayer.pawn.groundSpeed;
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//reloadScale = 1.0 - reloadScale;
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//reloadScale = 1.0 - reloadScale;
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if(nicePawn.calibrationScore >= 3)
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if(nicePawn.calibrationScore >= 3)
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calibratedReloadBonus = class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
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calibratedReloadBonus = class'NiceSkillSharpshooterControl'.default.reloadBonus;
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else if(nicePawn.calibrationScore == 2)
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else if(nicePawn.calibrationScore == 2)
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calibratedReloadBonus = 0.5f * class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
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calibratedReloadBonus = 0.5f * class'NiceSkillSharpshooterControl'.default.reloadBonus;
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else
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else
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calibratedReloadBonus = 0.25f * class'NiceSkillSharpshooterHardWork'.default.reloadBonus;
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calibratedReloadBonus = 0.25f * class'NiceSkillSharpshooterControl'.default.reloadBonus;
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reloadMult *= 1.0 + calibratedReloadBonus;
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reloadMult *= 1.0 + calibratedReloadBonus;
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}
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}
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if( nicePlayer != none && nicePlayer.abilityManager != none
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if( nicePlayer != none && nicePlayer.abilityManager != none
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@ -73,13 +84,13 @@ static function float GetFireSpeedModStatic(KFPlayerReplicationInfo KFPRI, class
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fireRateMult = 1.0;
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fireRateMult = 1.0;
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if(nicePlayer != none)
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if(nicePlayer != none)
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterHardWork')){
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if(nicePawn != none && class'NiceVetSharpshooter'.static.hasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterControl')){
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if(nicePawn.calibrationScore >= 3)
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if(nicePawn.calibrationScore >= 3)
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calibratedFireSpeedBonus = class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
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calibratedFireSpeedBonus = class'NiceSkillSharpshooterControl'.default.fireRateBonus;
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else if(nicePawn.calibrationScore == 2)
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else if(nicePawn.calibrationScore == 2)
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calibratedFireSpeedBonus = (2.0f/3.0f) * class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
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calibratedFireSpeedBonus = (2.0f/3.0f) * class'NiceSkillSharpshooterControl'.default.fireRateBonus;
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else
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else
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calibratedFireSpeedBonus = (1.0f/3.0f) * class'NiceSkillSharpshooterHardWork'.default.fireRateBonus;
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calibratedFireSpeedBonus = (1.0f/3.0f) * class'NiceSkillSharpshooterControl'.default.fireRateBonus;
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fireRateMult *= 1.0f + calibratedFireSpeedBonus;
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fireRateMult *= 1.0f + calibratedFireSpeedBonus;
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}
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}
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if( nicePlayer != none && nicePlayer.abilityManager != none
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if( nicePlayer != none && nicePlayer.abilityManager != none
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@ -93,8 +104,8 @@ static function float ModifyRecoilSpread(KFPlayerReplicationInfo KFPRI, WeaponFi
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if(KFPRI != none)
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if(KFPRI != none)
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nicePlayer = NicePlayerController(KFPRI.Owner);
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nicePlayer = NicePlayerController(KFPRI.Owner);
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Recoil = 1.0;
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Recoil = 1.0;
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterHardWork'))
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if(HasSkill(NicePlayerController(KFPRI.Owner), class'NiceSkillSharpshooterControl'))
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Recoil = class'NiceSkillSharpshooterHardWork'.default.recoilMult;
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Recoil = class'NiceSkillSharpshooterControl'.default.recoilMult;
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if( nicePlayer != none && nicePlayer.abilityManager != none
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if( nicePlayer != none && nicePlayer.abilityManager != none
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&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID))
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&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterGunslingerA'.default.abilityID))
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Recoil = 0;
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Recoil = 0;
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@ -131,12 +142,12 @@ defaultproperties
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{
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{
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bNewTypePerk=True
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bNewTypePerk=True
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SkillGroupA(0)=Class'NicePack.NiceSkillSharpshooterKillConfirmed'
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SkillGroupA(0)=Class'NicePack.NiceSkillSharpshooterKillConfirmed'
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SkillGroupA(1)=Class'NicePack.NiceSkillSharpshooterTalent'
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SkillGroupA(1)=Class'NicePack.NiceSkillSharpshooterDamage'
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SkillGroupA(2)=Class'NicePack.NiceSkillSharpshooterDieAlready'
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SkillGroupA(2)=Class'NicePack.NiceSkillSharpshooterDieAlready'
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SkillGroupA(3)=Class'NicePack.NiceSkillSharpshooterReaperA'
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SkillGroupA(3)=Class'NicePack.NiceSkillSharpshooterReaperA'
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SkillGroupA(4)=Class'NicePack.NiceSkillSharpshooterZEDAdrenaline'
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SkillGroupA(4)=Class'NicePack.NiceSkillSharpshooterZEDAdrenaline'
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SkillGroupB(0)=Class'NicePack.NiceSkillSharpshooterSurgical'
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SkillGroupB(0)=Class'NicePack.NiceSkillSharpshooterSurgical'
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SkillGroupB(1)=Class'NicePack.NiceSkillSharpshooterHardWork'
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SkillGroupB(1)=Class'NicePack.NiceSkillSharpshooterControl'
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SkillGroupB(2)=Class'NicePack.NiceSkillSharpshooterArdour'
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SkillGroupB(2)=Class'NicePack.NiceSkillSharpshooterArdour'
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SkillGroupB(3)=Class'NicePack.NiceSkillSharpshooterGunslingerA'
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SkillGroupB(3)=Class'NicePack.NiceSkillSharpshooterGunslingerA'
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SkillGroupB(4)=Class'NicePack.NiceSkillSharpshooterZEDHundredGauntlets'
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SkillGroupB(4)=Class'NicePack.NiceSkillSharpshooterZEDHundredGauntlets'
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@ -0,0 +1,21 @@
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class NiceSkillSharpshooterControl extends NiceSkill
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abstract;
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var float zoomBonus;
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var float zoomSpeedBonus;
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var float reloadBonus;
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var float fireRateBonus;
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var float recoilMult;
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var float stunMultiplier;
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defaultproperties
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{
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zoomBonus=1.0//0.750000
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zoomSpeedBonus=1.0//0.500000
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ReloadBonus=0.2500000
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fireRateBonus=0.1500000
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recoilMult=0.500000
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stunMultiplier=2.0
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SkillName="Control"
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SkillEffects="Twice as much stun power, reload up to 25% faster, shoot up to 15% faster and recoil only for half as much."
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}
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@ -0,0 +1,8 @@
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class NiceSkillSharpshooterDamage extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Damage"
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SkillEffects="You gain additional up to 30% headshot damage bonus."
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}
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@ -1,18 +0,0 @@
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class NiceSkillSharpshooterHardWork extends NiceSkill
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abstract;
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var float zoomBonus;
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var float zoomSpeedBonus;
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var float reloadBonus;
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var float fireRateBonus;
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var float recoilMult;
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defaultproperties
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{
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zoomBonus=0.750000
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zoomSpeedBonus=0.500000
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ReloadBonus=0.500000
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fireRateBonus=0.300000
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recoilMult=0.500000
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SkillName="Hard work"
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SkillEffects="Reload up to 50% faster, shoot up to 30% faster and recoil only for half as much. Additionally, you can switch to/from iron sights twice as fast and zoom 25% further while crouched."
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}
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@ -1,8 +0,0 @@
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class NiceSkillSharpshooterTalent extends NiceSkill
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abstract;
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defaultproperties
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{
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SkillName="Talent"
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SkillEffects="You gain additional up to 30% headshot damage bonus."
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}
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@ -186,13 +186,13 @@ simulated function ZoomIn(bool bAnimateTransition)
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOV = default.scopePortalFOV;
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scopePortalFOV = default.scopePortalFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(instigator != none && instigator.bIsCrouched && class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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if(instigator != none && instigator.bIsCrouched && class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
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default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
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default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
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if(instigator != none && instigator.bIsCrouched){
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if(instigator != none && instigator.bIsCrouched){
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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}
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}
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}
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}
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super(BaseKFWeapon).ZoomIn(bAnimateTransition);
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super(BaseKFWeapon).ZoomIn(bAnimateTransition);
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@ -213,12 +213,12 @@ simulated function ZoomOut(bool bAnimateTransition)
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOV = default.scopePortalFOV;
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scopePortalFOV = default.scopePortalFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
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default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
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default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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}
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}
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super.ZoomOut(bAnimateTransition);
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super.ZoomOut(bAnimateTransition);
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bAimingRifle = False;
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bAimingRifle = False;
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@ -187,12 +187,12 @@ simulated function ZoomIn(bool bAnimateTransition)
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scopePortalFOV = default.scopePortalFOV;
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scopePortalFOV = default.scopePortalFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(instigator != none && instigator.bIsCrouched && class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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if(instigator != none && instigator.bIsCrouched && class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
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default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
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if(instigator != none && instigator.bIsCrouched){
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if(instigator != none && instigator.bIsCrouched){
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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}
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}
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}
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}
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super(BaseKFWeapon).ZoomIn(bAnimateTransition);
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super(BaseKFWeapon).ZoomIn(bAnimateTransition);
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@ -213,12 +213,12 @@ simulated function ZoomOut(bool bAnimateTransition)
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOVHigh = default.scopePortalFOVHigh;
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scopePortalFOV = default.scopePortalFOV;
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scopePortalFOV = default.scopePortalFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
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default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
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default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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}
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}
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super.ZoomOut(bAnimateTransition);
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super.ZoomOut(bAnimateTransition);
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bAimingRifle = False;
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bAimingRifle = False;
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@ -1550,19 +1550,19 @@ simulated function RenderOverlays(Canvas Canvas){
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simulated function ZoomIn(bool bAnimateTransition){
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simulated function ZoomIn(bool bAnimateTransition){
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default.ZoomTime = default.recordedZoomTime;
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default.ZoomTime = default.recordedZoomTime;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
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default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
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default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
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if(instigator != none && instigator.bIsCrouched)
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if(instigator != none && instigator.bIsCrouched)
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PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
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PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
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}
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}
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super.ZoomIn(bAnimateTransition);
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super.ZoomIn(bAnimateTransition);
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}
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}
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simulated function ZoomOut(bool bAnimateTransition){
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simulated function ZoomOut(bool bAnimateTransition){
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default.ZoomTime = default.recordedZoomTime;
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default.ZoomTime = default.recordedZoomTime;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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PlayerIronSightFOV = default.PlayerIronSightFOV;
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if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
|
if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
|
||||||
default.ZoomTime *= class'NiceSkillSharpshooterHardWork'.default.zoomSpeedBonus;
|
default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
|
||||||
PlayerIronSightFOV *= class'NiceSkillSharpshooterHardWork'.default.zoomBonus;
|
PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
|
||||||
}
|
}
|
||||||
super.ZoomOut(bAnimateTransition);
|
super.ZoomOut(bAnimateTransition);
|
||||||
}
|
}
|
||||||
|
@ -1,8 +1,9 @@
|
|||||||
class NiceDamTypeHuntingRifle extends NiceDamageTypeVetSharpshooter
|
class NiceDamTypeHuntingRifle extends NiceDamageTypeVetSharpshooter
|
||||||
abstract;
|
abstract;
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
stunMultiplier=1.500000
|
stunMultiplier=0.75
|
||||||
MaxPenetrations=5
|
MaxPenetrations=5
|
||||||
BigZedPenDmgReduction=0.750000
|
BigZedPenDmgReduction=0.750000
|
||||||
MediumZedPenDmgReduction=1.000000
|
MediumZedPenDmgReduction=1.000000
|
||||||
|
@ -14,6 +14,7 @@ defaultproperties
|
|||||||
{
|
{
|
||||||
//prReqMultiplier=0.600000
|
//prReqMultiplier=0.600000
|
||||||
//prReqPrecise=0.600000
|
//prReqPrecise=0.600000
|
||||||
|
stunMultiplier=0.5
|
||||||
MaxPenetrations=-1
|
MaxPenetrations=-1
|
||||||
BigZedPenDmgReduction=0.750000
|
BigZedPenDmgReduction=0.750000
|
||||||
MediumZedPenDmgReduction=1.000000
|
MediumZedPenDmgReduction=1.000000
|
||||||
|
@ -7,6 +7,7 @@ static function ScoredNiceHeadshot(KFSteamStatsAndAchievements KFStatsAndAchieve
|
|||||||
}
|
}
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
|
stunMultiplier=0.5
|
||||||
HeadShotDamageMult=5.0
|
HeadShotDamageMult=5.0
|
||||||
bSniperWeapon=True
|
bSniperWeapon=True
|
||||||
WeaponClass=Class'NicePack.NiceMaulerRifle'
|
WeaponClass=Class'NicePack.NiceMaulerRifle'
|
||||||
|
@ -12,8 +12,8 @@ defaultproperties
|
|||||||
StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S"
|
StereoFireSoundRef="KF_SP_LongmusketSnd.KFO_Sniper_Fire_S"
|
||||||
NoAmmoSoundRef="KF_M14EBRSnd.M14EBR_DryFire"
|
NoAmmoSoundRef="KF_M14EBRSnd.M14EBR_DryFire"
|
||||||
DamageType=Class'NicePack.NiceDamTypeMauler'
|
DamageType=Class'NicePack.NiceDamTypeMauler'
|
||||||
DamageMin=121
|
DamageMin=115
|
||||||
DamageMax=121
|
DamageMax=115//121
|
||||||
Momentum=13000.000000
|
Momentum=13000.000000
|
||||||
bWaitForRelease=True
|
bWaitForRelease=True
|
||||||
TransientSoundVolume=1.800000
|
TransientSoundVolume=1.800000
|
||||||
|
@ -3,6 +3,7 @@ defaultproperties
|
|||||||
{
|
{
|
||||||
//prReqMultiplier=0.400000
|
//prReqMultiplier=0.400000
|
||||||
//prReqPrecise=0.400000
|
//prReqPrecise=0.400000
|
||||||
|
stunMultiplier=0.5
|
||||||
MaxPenetrations=3
|
MaxPenetrations=3
|
||||||
BigZedPenDmgReduction=0.750000
|
BigZedPenDmgReduction=0.750000
|
||||||
MediumZedPenDmgReduction=0.900000
|
MediumZedPenDmgReduction=0.900000
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
|
class NiceDamTypeSVDS extends NiceDamageTypeVetSharpshooter;
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
|
stunMultiplier=0.5
|
||||||
MaxPenetrations=1
|
MaxPenetrations=1
|
||||||
BigZedPenDmgReduction=0.750000
|
BigZedPenDmgReduction=0.750000
|
||||||
MediumZedPenDmgReduction=0.900000
|
MediumZedPenDmgReduction=0.900000
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
class NiceDamTypeVSSDT extends NiceDamageTypeVetSharpshooter;
|
class NiceDamTypeVSSDT extends NiceDamageTypeVetSharpshooter;
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
stunMultiplier=0.500000
|
stunMultiplier=0.25
|
||||||
HeadShotDamageMult=1.490000
|
HeadShotDamageMult=1.490000
|
||||||
bSniperWeapon=True
|
bSniperWeapon=True
|
||||||
WeaponClass=Class'NicePack.NiceVSSDT'
|
WeaponClass=Class'NicePack.NiceVSSDT'
|
||||||
|
@ -3,7 +3,7 @@ class NiceDamTypeWinchester extends NiceDamageTypeVetSharpshooter
|
|||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
stunMultiplier=1.500000
|
stunMultiplier=0.75
|
||||||
flinchMultiplier=0.8
|
flinchMultiplier=0.8
|
||||||
bIsProjectile=True
|
bIsProjectile=True
|
||||||
HeadShotDamageMult=2.500000
|
HeadShotDamageMult=2.500000
|
||||||
|
Loading…
Reference in New Issue
Block a user