class NiceZombieBossBase extends NiceMonster abstract; #exec OBJ LOAD FILE=KFPatch2.utx #exec OBJ LOAD FILE=KF_Specimens_Trip_T.utx var bool bChargingPlayer,bClientCharg,bFireAtWill,bMinigunning,bIsBossView; var float RageStartTime,LastChainGunTime,LastMissileTime,LastSneakedTime; var bool bClientMiniGunning; var name ChargingAnim; // How he runs when charging the player. var byte SyringeCount,ClientSyrCount; var int MGFireCounter; var vector TraceHitPos; var Emitter mTracer,mMuzzleFlash; var bool bClientCloaked; var float LastCheckTimes; var int HealingLevels[3],HealingAmount; var(Sounds) sound RocketFireSound; // The sound of the rocket being fired var(Sounds) sound MiniGunFireSound; // The sound of the minigun being fired var(Sounds) sound MiniGunSpinSound; // The sound of the minigun spinning var(Sounds) sound MeleeImpaleHitSound;// The sound of melee impale attack hitting the player var float MGFireDuration; // How long to fire for this burst var float MGLostSightTimeout; // When to stop firing because we lost sight of the target var() float MGDamage; // How much damage the MG will do var() float ClawMeleeDamageRange;// How long his arms melee strike is var() float ImpaleMeleeDamageRange;// How long his spike melee strike is var float LastChargeTime; // Last time the patriarch charged var float LastForceChargeTime;// Last time patriarch was forced to charge var int NumChargeAttacks; // Number of attacks this charge var float ChargeDamage; // How much damage he's taken since the last charge var float LastDamageTime; // Last Time we took damage // Sneaking var float SneakStartTime; // When did we start sneaking var int SneakCount; // Keep track of the loop that sends the boss to initial hunting state // PipeBomb damage var() float PipeBombDamageScale;// Scale the pipe bomb damage over time replication { reliable if( Role==ROLE_Authority ) bChargingPlayer,SyringeCount,TraceHitPos,bMinigunning,bIsBossView; } //------------------------------------------------------------------------------- // NOTE: All Code resides in the child class(this class was only created to // eliminate hitching caused by loading default properties during play) //------------------------------------------------------------------------------- defaultproperties { ChargingAnim="RunF" HealingLevels(0)=5600 HealingLevels(1)=3500 HealingLevels(2)=2187 HealingAmount=1750 MGDamage=6.000000 ClawMeleeDamageRange=85.000000 ImpaleMeleeDamageRange=45.000000 fuelRatio=0.400000 bFrugalFuelUsage=False clientHeadshotScale=1.200000 ZapThreshold=5.000000 ZappedDamageMod=1.250000 ZapResistanceScale=1.000000 bHarpoonToHeadStuns=False bHarpoonToBodyStuns=False ZombieFlag=3 MeleeDamage=75 damageForce=170000 bFatAss=True KFRagdollName="Patriarch_Trip" bMeleeStunImmune=True CrispUpThreshhold=1 bCanDistanceAttackDoors=True bUseExtendedCollision=True ColOffset=(Z=65.000000) ColRadius=27.000000 ColHeight=25.000000 SeveredArmAttachScale=1.100000 SeveredLegAttachScale=1.200000 SeveredHeadAttachScale=1.500000 PlayerCountHealthScale=0.750000 BurningWalkFAnims(0)="WalkF" BurningWalkFAnims(1)="WalkF" BurningWalkFAnims(2)="WalkF" BurningWalkAnims(0)="WalkF" BurningWalkAnims(1)="WalkF" BurningWalkAnims(2)="WalkF" OnlineHeadshotOffset=(X=28.000000,Z=75.000000) OnlineHeadshotScale=1.200000 HeadHealth=100000.000000 MotionDetectorThreat=10.000000 bOnlyDamagedByCrossbow=True bBoss=True ScoringValue=500 IdleHeavyAnim="BossIdle" IdleRifleAnim="BossIdle" RagDeathVel=80.000000 RagDeathUpKick=100.000000 MeleeRange=10.000000 GroundSpeed=120.000000 WaterSpeed=120.000000 HealthMax=8000.000000 Health=8000 HeadScale=1.300000 stoppingRecoveryRate=0.1 maxStoppingEffect=0.2 minStoppingThreshold=0.6 MenuName="Nice Patriarch" MovementAnims(0)="WalkF" MovementAnims(1)="WalkF" MovementAnims(2)="WalkF" MovementAnims(3)="WalkF" AirAnims(0)="JumpInAir" AirAnims(1)="JumpInAir" AirAnims(2)="JumpInAir" AirAnims(3)="JumpInAir" TakeoffAnims(0)="JumpTakeOff" TakeoffAnims(1)="JumpTakeOff" TakeoffAnims(2)="JumpTakeOff" TakeoffAnims(3)="JumpTakeOff" LandAnims(0)="JumpLanded" LandAnims(1)="JumpLanded" LandAnims(2)="JumpLanded" LandAnims(3)="JumpLanded" AirStillAnim="JumpInAir" TakeoffStillAnim="JumpTakeOff" IdleCrouchAnim="BossIdle" IdleWeaponAnim="BossIdle" IdleRestAnim="BossIdle" DrawScale=1.050000 PrePivot=(Z=3.000000) SoundVolume=75 bNetNotify=False Mass=1000.000000 RotationRate=(Yaw=36000,Roll=0) }