Add stopping power mechanic
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1bc35cc348
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0951574451
@ -102,31 +102,39 @@ simulated function ServerExplode
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local Vector dirToVictim;
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local Vector hitLocation;
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local float scale1, scale2;
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local NiceMonster niceVictim;
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if(Role < ROLE_Authority) return;
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foreach VisibleActors(class'Actor', victim, explRadius, explLocation){
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if(victim == none || victim == self) continue;
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if(victim.role < ROLE_Authority) continue;
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if(ExtendedZCollision(victim) != none) continue;
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if(Trigger(victim) != none) continue;
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dirToVictim = Normal(victim.location - explLocation);
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hitLocation = victim.location - 0.5 *
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(victim.collisionHeight + victim.collisionRadius) * dirToVictim;
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CalculateDamageScales( scale1, scale2,
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victim, explLocation, explRadius, explExp);
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// Deal main damage
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if(scale1 > 0){
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ServerDealDamage( victim, explDamage * scale1, instigator,
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hitLocation, scale1 * momentum * dirToVictim,
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explDmgType);
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}
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// Deal secondary damage
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if(allowDoubleExplosion && victim != none && scale2 > 0){
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ServerDealDamage( victim, explDamage * scale2, instigator,
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hitLocation, scale2 * momentum * dirToVictim,
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explDmgType);
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}
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if(NiceMonster(victim) != none && NiceMonster(victim).health <= 0)
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numKilled ++;
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if(victim == none || victim == self) continue;
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if(victim.role < ROLE_Authority) continue;
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if(ExtendedZCollision(victim) != none) continue;
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if(Trigger(victim) != none) continue;
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dirToVictim = Normal(victim.location - explLocation);
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hitLocation = victim.location - 0.5 *
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(victim.collisionHeight + victim.collisionRadius) * dirToVictim;
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CalculateDamageScales( scale1, scale2,
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victim, explLocation, explRadius, explExp);
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// Deal main damage
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if(scale1 > 0){
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ServerDealDamage( victim, explDamage * scale1, instigator,
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hitLocation, scale1 * momentum * dirToVictim,
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explDmgType);
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}
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// Deal secondary damage
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if(allowDoubleExplosion && victim != none && scale2 > 0){
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ServerDealDamage( victim, explDamage * scale2, instigator,
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hitLocation, scale2 * momentum * dirToVictim,
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explDmgType);
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}
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niceVictim = NiceMonster(victim);
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if(NiceMonster(victim) != none) {
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if (NiceMonster(victim).health <= 0) {
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numKilled += 1;
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}
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else {
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niceVictim.concussionCountdown = 10.0;
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}
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}
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}
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if(numKilled >= 4)
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KFGameType(level.game).DramaticEvent(0.05);
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@ -272,9 +280,6 @@ simulated function HandleNiceDamageMechanicsAndSkills
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hasSkill(nicePlayer, class'NiceSkillCommandoTranquilizer');
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hasZEDFrenzy = class'NiceVeterancyTypes'.static.
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hasSkill(nicePlayer, class'NiceSkillMedicZEDFrenzy');
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// Medic's suppression
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if(hasTranquilizer)
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niceZed.mind = FMin(niceZed.mind, 0.5);
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// Medic's frenzy
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if(hasZEDFrenzy && nicePlayer.IsZedTimeActive()){
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niceZed.madnessCountDown =
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@ -8,6 +8,7 @@ static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealt
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}
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defaultproperties
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{
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stoppingPower=0.5
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stunMultiplier=0.600000
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bIsExplosive=True
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DeathString="%o filled %k's body with shrapnel."
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@ -27,6 +27,7 @@ var const int MediumZedMinHealth; // If zed's base Health >= this
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var float PenDmgReduction; // Penetration damage reduction after hitting small zed
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var float penDecapReduction; // Penetration decapitaion effectiveness reduction after hitting small zed
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var float penIncapReduction; // Penetration incapacitation (flinch or stun) effectiveness reduction after hitting small zed
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var float stoppingPower; // How much stopping power the gun has - % amount zeds will be made to slow down when shot
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var bool bIsProjectile; // If original damage type's version was derived from 'KFProjectileWeaponDamageType', then set this to true
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// Scales exp gain according to given HardcoreLevel
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static function float getScale(int HL){
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@ -88,6 +89,7 @@ defaultproperties
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BigZedPenDmgReduction=0.500000
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BigZedMinHealth=1000
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MediumZedPenDmgReduction=0.750000
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stoppingPower=0.0
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MediumZedMinHealth=500
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PenDmgReduction=0.700000
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PawnDamageEmitter=None
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@ -2,6 +2,7 @@ class NiceDamTypeKrissM extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
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stoppingPower=0.25
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HeadShotDamageMult=1.500000
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WeaponClass=class'NiceKrissMMedicGun'
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}
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@ -2,6 +2,7 @@ class NiceDamTypeM7A3M extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
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stoppingPower=0.15
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HeadShotDamageMult=2.000000
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WeaponClass=class'NiceM7A3MMedicGun'
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}
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@ -2,6 +2,7 @@ class NiceDamTypeMP5M extends NiceDamageTypeVetDemolitions
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abstract;
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defaultproperties
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{
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stoppingPower=0.15
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HeadShotDamageMult=2.000000
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WeaponClass=class'NiceMP5MMedicGun'
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}
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@ -5,5 +5,6 @@ defaultproperties
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bPenetrationHSOnly=True
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MaxPenetrations=1
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HeadShotDamageMult=2.250000
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stoppingPower=0.15
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WeaponClass=class'NiceMP7MMedicGun'
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}
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@ -27,23 +27,20 @@ Ignores StartChargingFP;
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bFrustrated = false;
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if(Controller != none)
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NiceZombieFleshPoundController(Controller).RageFrustrationTimer = 0;
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if( Health>0 && !bZapped )
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{
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SetGroundSpeed(GetOriginalGroundSpeed());
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}
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if( Level.NetMode!=NM_DedicatedServer )
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ClientChargingAnims();
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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simulated function UpdateGroundSpeed() {
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super(NiceMonster).UpdateGroundSpeed();
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if (!bShotAnim) {
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groundSpeed *= 2.3;
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}
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}
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function Tick( float Delta )
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{
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if( !bShotAnim )
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
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}
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// Keep the flesh pound moving toward its target when attacking
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if( Role == ROLE_Authority && bShotAnim)
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{
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@ -915,9 +915,16 @@ state Charging
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// How many charge attacks we can do randomly 1-3
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NumChargeAttacks = Rand(2) + 1;
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}
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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if (bShotAnim) {
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groundSpeed *= 1.25;
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} else {
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groundSpeed *= 2.5;
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}
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}
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function EndState()
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{
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SetGroundSpeed(GetOriginalGroundSpeed());
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bChargingPlayer = False;
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ChargeDamage = 0;
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if( Level.NetMode!=NM_DedicatedServer )
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@ -942,7 +949,6 @@ state Charging
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if( Level.NetMode!=NM_DedicatedServer )
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PostNetReceive();
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}
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SetGroundSpeed(OriginalGroundSpeed * 1.25);
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if( LookTarget!=none )
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{
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Acceleration = AccelRate * Normal(LookTarget.Location - Location);
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@ -956,16 +962,6 @@ state Charging
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if( Level.NetMode!=NM_DedicatedServer )
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PostNetReceive();
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}
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// Zapping slows him down, but doesn't stop him
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if( bZapped )
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{
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SetGroundSpeed(OriginalGroundSpeed * 1.5);
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}
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else
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.5);
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}
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}
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Global.Tick(Delta);
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@ -1071,7 +1067,6 @@ State Escaping extends Charging // Got hurt and running away...
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if( Level.NetMode!=NM_DedicatedServer )
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PostNetReceive();
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}
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SetGroundSpeed(GetOriginalGroundSpeed());
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}
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else
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{
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@ -1081,23 +1076,20 @@ State Escaping extends Charging // Got hurt and running away...
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if( Level.NetMode!=NM_DedicatedServer )
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PostNetReceive();
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}
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// Zapping slows him down, but doesn't stop him
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if( bZapped )
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{
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SetGroundSpeed(OriginalGroundSpeed * 1.5);
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}
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else
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.5);
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}
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}
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Global.Tick(Delta);
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}
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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if (bShotAnim) {
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groundSpeed *= 1.25;
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} else {
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groundSpeed *= 2.5;
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}
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}
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function EndState()
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{
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SetGroundSpeed(GetOriginalGroundSpeed());
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bChargingPlayer = False;
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if( Level.NetMode!=NM_DedicatedServer )
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PostNetReceive();
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@ -98,6 +98,9 @@ defaultproperties
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HealthMax=8000.000000
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Health=8000
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HeadScale=1.300000
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stoppingRecoveryRate=0.1
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maxStoppingEffect=0.2
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minStoppingThreshold=0.6
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MenuName="Nice Patriarch"
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MovementAnims(0)="WalkF"
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MovementAnims(1)="WalkF"
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@ -182,18 +182,6 @@ function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector HitLocation, Vec
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if (bDecapitated)
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Died(InstigatedBy.Controller, damageType, HitLocation);
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}
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function TakeFireDamage(int Damage, Pawn Instigator)
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{
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Super.TakeFireDamage(Damage, Instigator);
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// Adjust movement speed if not charging
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if (!bChargingPlayer)
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{
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if (bBurnified)
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GroundSpeed = GetOriginalGroundSpeed() * BurnGroundSpeedMul;
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else
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GroundSpeed = GetOriginalGroundSpeed();
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}
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}
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function ClawDamageTarget()
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{
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local KFHumanPawn HumanTarget;
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@ -311,19 +299,16 @@ Ignores StartCharging;
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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groundSpeed = groundSpeed + ((groundSpeed * 0.75 / maxRageCounter * (rageCounter + 1) * rageSpeedTween));
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}
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function EndState()
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{
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bChargingPlayer = false;
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NiceZombieBruteController(Controller).RageFrustrationTimer = 0;
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if (Health > 0)
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{
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GroundSpeed = GetOriginalGroundSpeed();
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if (bBurnified)
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GroundSpeed *= BurnGroundSpeedMul;
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}
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if( Level.NetMode!=NM_DedicatedServer )
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ClientChargingAnims();
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@ -331,12 +316,8 @@ Ignores StartCharging;
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}
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function Tick(float Delta)
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{
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if (!bShotAnim)
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{
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if (!bShotAnim) {
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RageSpeedTween = FClamp(RageSpeedTween + (Delta * 0.75), 0, 1.0);
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GroundSpeed = OriginalGroundSpeed + ((OriginalGroundSpeed * 0.75 / MaxRageCounter * (RageCounter + 1) * RageSpeedTween));
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if (bBurnified)
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GroundSpeed *= BurnGroundSpeedMul;
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}
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Global.Tick(Delta);
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@ -33,7 +33,6 @@ var bool bServerBlock;
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var bool bClientBlock;
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var float BlockDmgMul; // Multiplier for damage taken from blocked shots
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var float BlockFireDmgMul;
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var float BurnGroundSpeedMul; // Multiplier for ground speed when burning
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replication
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{
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reliable if(Role == ROLE_Authority)
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@ -61,7 +60,6 @@ defaultproperties
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BlockAddScale=2.500000
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BlockDmgMul=0.100000
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BlockFireDmgMul=1.000000
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BurnGroundSpeedMul=0.700000
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StunThreshold=4.000000
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flameFuel=0.500000
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clientHeadshotScale=1.300000
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@ -110,6 +108,7 @@ defaultproperties
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Health=1000
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HeadHeight=2.500000
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HeadScale=1.300000
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minStoppingThreshold=0.1
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MenuName="Brute"
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MovementAnims(0)="BruteWalkC"
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MovementAnims(1)="BruteWalkC"
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@ -49,7 +49,6 @@ function SetMindControlled(bool bNewMindControlled)
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if( bNewMindControlled != bZedUnderControl )
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{
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SetGroundSpeed(OriginalGroundSpeed * 1.25);
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Health *= 1.25;
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HealthMax *= 1.25;
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}
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@ -252,21 +251,21 @@ Ignores StartChargingFP;
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if(fpController == none)
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fpController.RageFrustrationTimer = 0;
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if( Health>0 && !bZapped )
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{
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SetGroundSpeed(GetOriginalGroundSpeed());
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}
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if( Level.NetMode!=NM_DedicatedServer )
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ClientChargingAnims();
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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if (!bShotAnim) {
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groundSpeed *= 2.3;
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}
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}
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function Tick( float Delta )
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{
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if( !bShotAnim )
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
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if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
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{
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GoToState('');
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@ -330,11 +329,16 @@ Ignores StartChargingFP;
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state ChargeToMarker extends RageCharging
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{
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Ignores StartChargingFP;
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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if (!bShotAnim) {
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groundSpeed *= 2.3;
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}
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}
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function Tick( float Delta )
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{
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if( !bShotAnim )
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{
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SetGroundSpeed(OriginalGroundSpeed * 2.3);
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if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
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{
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GoToState('');
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@ -80,6 +80,8 @@ defaultproperties
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Health=1650
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HeadHeight=2.500000
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HeadScale=1.300000
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maxStoppingEffect=0.05
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minStoppingThreshold=0.68
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MenuName="Nice Flesh Pound"
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MovementAnims(0)="PoundWalk"
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MovementAnims(1)="WalkB"
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@ -45,7 +45,6 @@ function SetMindControlled(bool bNewMindControlled)
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if( bNewMindControlled != bZedUnderControl )
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{
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SetGroundSpeed(OriginalGroundSpeed * 1.25);
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Health *= 1.25;
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HealthMax *= 1.25;
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}
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@ -73,13 +72,6 @@ function RangedAttack(Actor A){
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if(!bShotAnim && !bDecapitated && VSize(A.Location - Location) <= 700)
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GoToState('RunningState');
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}
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simulated function Tick(float DeltaTime){
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super.Tick(DeltaTime);
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if(IsInState('RunningState'))
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SetGroundSpeed(GetOriginalGroundSpeed() * 1.875);
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else
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SetGroundSpeed(GetOriginalGroundSpeed());
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}
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state RunningState{
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// Set the zed to the zapped behavior
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simulated function SetZappedBehavior(){
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@ -94,7 +86,6 @@ state RunningState{
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if(bZapped)
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GoToState('');
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else{
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SetGroundSpeed(OriginalGroundSpeed * 1.875);
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bRunning = true;
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if(Level.NetMode != NM_DedicatedServer)
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PostNetReceive();
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@ -103,7 +94,6 @@ state RunningState{
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}
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}
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function EndState(){
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SetGroundSpeed(GetOriginalGroundSpeed());
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bRunning = false;
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if(Level.NetMode != NM_DedicatedServer)
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PostNetReceive();
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@ -112,6 +102,10 @@ state RunningState{
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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groundSpeed *= 1.875;
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}
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function RemoveHead(){
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GoToState('');
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Global.RemoveHead();
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@ -60,6 +60,7 @@ defaultproperties
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HeadHeight=1.000000
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HeadScale=1.350000
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AmbientSoundScaling=8.000000
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stoppingRecoveryRate=0.05
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MenuName="Nice Husk"
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MovementAnims(0)="WalkF"
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MovementAnims(1)="WalkB"
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@ -105,15 +105,11 @@ State SawingLoop
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else GoToState('');
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}
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}
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simulated function float GetOriginalGroundSpeed()
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{
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local float result;
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result = OriginalGroundSpeed;
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if ( bWasRaged || bCharging )
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result *= 3.5;
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else if( bZedUnderControl )
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result *= 1.25;
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return result;
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simulated function UpdateGroundSpeed() {
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super.UpdateGroundSpeed();
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if (bWasRaged || bCharging) {
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groundSpeed *= 3.5;
|
||||
}
|
||||
}
|
||||
state RunningState
|
||||
{
|
||||
@ -124,7 +120,6 @@ state RunningState
|
||||
GoToState('');
|
||||
else {
|
||||
bCharging = true;
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
NetUpdateTime = Level.TimeSeconds - 1;
|
||||
@ -133,8 +128,6 @@ state RunningState
|
||||
function EndState()
|
||||
{
|
||||
bCharging = False;
|
||||
if( !bZapped )
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
}
|
||||
@ -163,6 +156,8 @@ defaultproperties
|
||||
ChallengeSound(2)=None
|
||||
ChallengeSound(3)=None
|
||||
ScoringValue=300
|
||||
maxStoppingEffect=0.25
|
||||
minStoppingThreshold=0.25
|
||||
MenuName="Jason"
|
||||
AmbientSound=Sound'ScrnZedPack_S.Jason.Jason_Sound'
|
||||
Mesh=SkeletalMesh'ScrnZedPack_A.JasonMesh'
|
||||
|
@ -83,7 +83,6 @@ function SetMindControlled(bool bNewMindControlled)
|
||||
|
||||
if( bNewMindControlled != bZedUnderControl )
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 1.25);
|
||||
Health *= 1.25;
|
||||
HealthMax *= 1.25;
|
||||
}
|
||||
@ -185,8 +184,9 @@ state RunningState
|
||||
{
|
||||
return false;
|
||||
}
|
||||
simulated function float GetOriginalGroundSpeed() {
|
||||
return 3.5 * OriginalGroundSpeed;
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= 3.5;
|
||||
}
|
||||
function BeginState(){
|
||||
local NiceHumanPawn rageTarget, rageCause;
|
||||
@ -214,7 +214,6 @@ state RunningState
|
||||
if(bZapped)
|
||||
GoToState('');
|
||||
else{
|
||||
SetGroundSpeed(OriginalGroundSpeed * 3.5);
|
||||
bCharging = true;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -224,10 +223,6 @@ state RunningState
|
||||
}
|
||||
function EndState()
|
||||
{
|
||||
if( !bZapped )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
bCharging = False;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -265,8 +260,9 @@ State SawingLoop
|
||||
{
|
||||
return false;
|
||||
}
|
||||
simulated function float GetOriginalGroundSpeed() {
|
||||
return OriginalGroundSpeed * AttackChargeRate;
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= attackChargeRate;
|
||||
}
|
||||
function bool CanGetOutOfWay()
|
||||
{
|
||||
@ -279,7 +275,6 @@ State SawingLoop
|
||||
// Randomly have the scrake charge during an attack so it will be less predictable
|
||||
if(Health/HealthMax < 0.5 || FRand() <= 0.95)
|
||||
{
|
||||
SetGroundSpeed(OriginalGroundSpeed * AttackChargeRate);
|
||||
bCharging = true;
|
||||
if( Level.NetMode!=NM_DedicatedServer )
|
||||
PostNetReceive();
|
||||
@ -327,8 +322,6 @@ State SawingLoop
|
||||
{
|
||||
AmbientSound=default.AmbientSound;
|
||||
MeleeDamage = Max( DifficultyDamageModifer() * default.MeleeDamage, 1 );
|
||||
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
bCharging = False;
|
||||
if(Level.NetMode != NM_DedicatedServer)
|
||||
PostNetReceive();
|
||||
|
@ -63,6 +63,8 @@ defaultproperties
|
||||
HealthMax=1000.000000
|
||||
Health=1000
|
||||
HeadHeight=2.200000
|
||||
maxStoppingEffect=0.15
|
||||
minStoppingThreshold=0.15
|
||||
MenuName="Nice Scrake"
|
||||
MovementAnims(0)="SawZombieWalk"
|
||||
MovementAnims(1)="SawZombieWalk"
|
||||
|
@ -179,7 +179,6 @@ state Running
|
||||
Global.Tick(Delta);
|
||||
if (RunUntilTime < Level.TimeSeconds)
|
||||
GotoState('');
|
||||
GroundSpeed = GetOriginalGroundSpeed();
|
||||
}
|
||||
function BeginState()
|
||||
{
|
||||
@ -190,13 +189,12 @@ state Running
|
||||
function EndState()
|
||||
{
|
||||
bRunning = false;
|
||||
GroundSpeed = global.GetOriginalGroundSpeed();
|
||||
RunCooldownEnd = Level.TimeSeconds + PeriodRunCoolBase + FRand() * PeriodRunCoolRan;
|
||||
MovementAnims[0] = WalkAnim;
|
||||
}
|
||||
function float GetOriginalGroundSpeed()
|
||||
{
|
||||
return global.GetOriginalGroundSpeed() * 2.5;
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
groundSpeed *= 2.5;
|
||||
}
|
||||
function bool CanSpeedAdjust()
|
||||
{
|
||||
@ -219,14 +217,6 @@ simulated function bool AnimNeedsWait(name TestAnim)
|
||||
}
|
||||
return ExpectingChannel == 0;
|
||||
}
|
||||
simulated function float GetOriginalGroundSpeed()
|
||||
{
|
||||
local float result;
|
||||
result = OriginalGroundSpeed;
|
||||
if( bZedUnderControl )
|
||||
result *= 1.25;
|
||||
return result;
|
||||
}
|
||||
simulated function HandleAnimation(float Delta)
|
||||
{
|
||||
// hehehe
|
||||
|
@ -281,6 +281,12 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
|
||||
function RemoveHead(){
|
||||
Super.RemoveHead();
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
super.UpdateGroundSpeed();
|
||||
if (bShotAnim) {
|
||||
groundSpeed *= 0.65;
|
||||
}
|
||||
}
|
||||
simulated function Tick( float Delta )
|
||||
{
|
||||
local float currScreamTime;
|
||||
@ -295,17 +301,11 @@ simulated function Tick( float Delta )
|
||||
{
|
||||
if( bShotAnim )
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed() * 0.65);
|
||||
|
||||
if( LookTarget!=none )
|
||||
{
|
||||
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
}
|
||||
if(Role == ROLE_Authority && screamStartTime > 0){
|
||||
currScreamTime = Level.TimeSeconds - screamStartTime;
|
||||
|
@ -709,7 +709,6 @@ defaultproperties
|
||||
HealEnergyDrain=0.200000
|
||||
ProjectileFireInterval=5.000000
|
||||
BurnDamageScale=1.000000
|
||||
mind=0.000000
|
||||
bFireImmune=False
|
||||
MoanVoice=SoundGroup'KF_EnemiesFinalSnd_CIRCUS.Husk.Husk_Talk'
|
||||
BleedOutDuration=5.000000
|
||||
|
@ -24,6 +24,7 @@ class NiceMonster extends KFMonster
|
||||
#exec OBJ LOAD FILE=KF_EnemyGlobalSndTwo.uax
|
||||
#exec OBJ LOAD FILE=KFZED_FX_T.utx
|
||||
|
||||
var bool initializationComplete;
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Affliction system
|
||||
@ -75,13 +76,15 @@ var float stunLoopStart, stunLoopEnd, idleInsertFrame;
|
||||
var bool bWasIdleStun; // Were we using idleanimation for stun?
|
||||
var float prevStunAnimFrame; // At which tick we were?
|
||||
//==============================================================================
|
||||
// >> Another default stun system allows tostuns zeds by repeatedly dealing
|
||||
// >> Another default stun system allows to stun zeds by repeatedly dealing
|
||||
// head damage to them fast enough:
|
||||
// 1. Dealing head damage increases accumulated damage
|
||||
// 2. If head damage was received for a certain time period, -
|
||||
// accumulated damage starts to decrease
|
||||
// 3. If accumulated damage is high enough, passes 'IsStunPossible' check
|
||||
// and has low enough mind level - normal duration stun activates
|
||||
// - normal duration stun activates
|
||||
// How much more time will this zed spend concussed?
|
||||
var float concussionCountdown;
|
||||
// Accumulated head damage
|
||||
var float accHeadDamage;
|
||||
// Rate (per second) at which accumulated head damage diminishes
|
||||
@ -91,16 +94,6 @@ var float headRecoveryTime;
|
||||
// Count down variable for above mentioned time
|
||||
var float headRecoveryCountDown;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Mind system
|
||||
// Largly underdeveloped and currently only exists to decide whether or not
|
||||
// zed can be stunned by accumulating head damage
|
||||
// Current mind level (1.0 - default and maximum value)
|
||||
var float mind;
|
||||
// Treshold, required for stun by accumulated head damage
|
||||
var float accStunMindLvl;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Temperature system
|
||||
@ -148,16 +141,14 @@ var bool bFrugalFuelUsage;
|
||||
// Is a value from 0.0 to 1.0 and `1 - stoppingEffect` acts as speed multiplier
|
||||
// for the zed
|
||||
var float stoppingEffect;
|
||||
// (Absolute) Point in time at which recovery would start, updated when zeds
|
||||
// receives another stopping effect from somewhere
|
||||
var float stoppingRecoveryStartTime;
|
||||
// How much stopping effect would be rcovred in a second
|
||||
// How much stopping effect would be recovred in a second
|
||||
var float stoppingRecoveryRate;
|
||||
// Maximum stopping effect this zed can tank
|
||||
// Maximum `stoppingEffect` value zed can accumulate
|
||||
var float maxStoppingEffect;
|
||||
// Minimal stopping threshold for the zed (supposed to be subtracted from
|
||||
// incoming effects' strenght).
|
||||
var float minStoppingThreshold;
|
||||
|
||||
//==============================================================================
|
||||
//==============================================================================
|
||||
// > Miscellaneous variables
|
||||
@ -241,6 +232,7 @@ simulated function PostBeginPlay(){
|
||||
SavedExtCollision = MyExtCollision.bCollideActors;
|
||||
}
|
||||
}
|
||||
initializationComplete = true;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
@ -381,6 +373,15 @@ simulated function FearTick(float deltaTime){
|
||||
+ 0.75 * accelRate * Normal(Location - fearCenter);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Decrease active stopping power on the zed as the time goes by
|
||||
simulated function StoppingPowerTick(float deltaTime) {
|
||||
if (stoppingEffect <= 0.0 || concussionCountdown > 0.0) {
|
||||
return;
|
||||
}
|
||||
stoppingEffect -= deltaTime * stoppingRecoveryRate;
|
||||
stoppingEffect = FMax(0, stoppingEffect);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Set of functions to handle animation changes during stun
|
||||
simulated function CalcRemainigStunStructure( name seqName,
|
||||
float oFrame,
|
||||
@ -470,14 +471,14 @@ simulated function StunTick(float deltaTime){
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Set of functions to handle stun from head damage accumulation
|
||||
function AccumulateHeadDamage( float addDamage,
|
||||
function AccumulateHeadDamage( float addDamage,
|
||||
bool bIsHeadshot,
|
||||
NicePlayerController nicePlayer){
|
||||
if(bIsHeadshot){
|
||||
AccHeadDamage += addDamage;
|
||||
HeadRecoveryCountDown = HeadRecoveryTime;
|
||||
if(AccHeadDamage > (default.HeadHealth / 1.5)
|
||||
&& (Mind <= AccStunMindLvl && IsStunPossible()))
|
||||
&& (concussionCountdown > 0.0 && IsStunPossible()))
|
||||
DoStun(nicePlayer.pawn,,,, 1.0);
|
||||
}
|
||||
else if(HeadRecoveryCountDown > 0.0)
|
||||
@ -485,11 +486,13 @@ function AccumulateHeadDamage( float addDamage,
|
||||
HeadRecoveryTime / 2);
|
||||
}
|
||||
function HeadDamageRecoveryTick(float delta){
|
||||
HeadRecoveryCountDown -= delta;
|
||||
HeadRecoveryCountDown = FMax(0.0, HeadRecoveryCountDown);
|
||||
if(HeadRecoveryCountDown <= 0.0)
|
||||
AccHeadDamage -= delta * HeadDamageRecoveryRate;
|
||||
AccHeadDamage = FMax(AccHeadDamage, 0.0);
|
||||
concussionCountdown -= delta;
|
||||
concussionCountdown = FMax(0.0, concussionCountdown);
|
||||
headRecoveryCountDown -= delta;
|
||||
headRecoveryCountDown = FMax(0.0, headRecoveryCountDown);
|
||||
if(headRecoveryCountDown <= 0.0)
|
||||
accHeadDamage -= delta * HeadDamageRecoveryRate;
|
||||
accHeadDamage = FMax(accHeadDamage, 0.0);
|
||||
}
|
||||
//==============================================================================
|
||||
// >> Function that calls actual 'HeatTick' when needed
|
||||
@ -546,15 +549,6 @@ simulated function FakeHeatTick(float deltaTime){
|
||||
// >> Ticks from TWI's code
|
||||
// Updates zed's speed if it's not relevant;
|
||||
// code, specific to standalone game and listen servers was cut out
|
||||
simulated function NonRelevantSpeedupTick(float deltaTime){
|
||||
if(Level.netMode == NM_Client || !CanSpeedAdjust()) return;
|
||||
if(Level.TimeSeconds - LastReplicateTime > 0.5)
|
||||
SetGroundSpeed(default.GroundSpeed * (300.0 / default.GroundSpeed));
|
||||
else{
|
||||
LastSeenOrRelevantTime = Level.TimeSeconds;
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
}
|
||||
}
|
||||
|
||||
// Kill zed if it has been bleeding long enough
|
||||
simulated function BleedOutTick(float deltaTick)
|
||||
@ -605,7 +599,6 @@ simulated function TWITick(float deltaTime){
|
||||
// If we've flagged this character to be destroyed next tick, handle that
|
||||
if(bDestroyNextTick && TimeSetDestroyNextTickTime < Level.TimeSeconds)
|
||||
Destroy();
|
||||
NonRelevantSpeedupTick(deltaTime);
|
||||
// Reset AnimAction
|
||||
if(bResetAnimAct && ResetAnimActTime < Level.TimeSeconds){
|
||||
AnimAction = '';
|
||||
@ -628,8 +621,10 @@ simulated function Tick(float deltaTime){
|
||||
DecapTick(deltaTime);
|
||||
FearTick(deltaTime);
|
||||
StunTick(deltaTime);
|
||||
StoppingPowerTick(deltaTime);
|
||||
HeadDamageRecoveryTick(deltaTime);
|
||||
FakeHeatTick(deltaTime);
|
||||
UpdateGroundSpeed();
|
||||
// TWI's tick
|
||||
TWITick(deltaTime);
|
||||
}
|
||||
@ -1613,7 +1608,7 @@ function UnFreeze(){
|
||||
GroundSpeed = GetOriginalGroundSpeed();
|
||||
bFrozenZed = false;
|
||||
}
|
||||
function TakeDamageClient( int damage,
|
||||
function TakeDamageClient( int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
Vector momentum,
|
||||
@ -1632,22 +1627,24 @@ function TakeDamageClient( int damage,
|
||||
KFPRI = KFPlayerReplicationInfo(instigatedBy.PlayerReplicationInfo);
|
||||
if(headHealth <= 0)
|
||||
headshotLevel = 0.0;
|
||||
// Handle special weapon effects
|
||||
HandleStoppingPower(damageType, headshotLevel);
|
||||
// Handle elemental damage components
|
||||
ExtractElementalDamage( regDamage, heatDamage, damage,
|
||||
ExtractElementalDamage(regDamage, heatDamage, damage,
|
||||
instigatedBy, hitLocation, momentum,
|
||||
damageType, KFPRI, headshotLevel, lockonTime);
|
||||
FireDamageEffects( HeatDamage, instigatedBy, hitLocation, momentum,
|
||||
FireDamageEffects( HeatDamage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
FrostEffects( instigatedBy, hitLocation, momentum,
|
||||
FrostEffects( instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
// Handle body parts damage components
|
||||
ExtractPartsDamage( bodyDamage, headDamage, painDamage,
|
||||
ExtractPartsDamage( bodyDamage, headDamage, painDamage,
|
||||
RegDamage + HeatDamage, instigatedBy,
|
||||
hitLocation, momentum, damageType, KFPRI,
|
||||
headshotLevel, lockonTime);
|
||||
DoRightPainReaction( painDamage, instigatedBy, hitLocation, momentum,
|
||||
DoRightPainReaction( painDamage, instigatedBy, hitLocation, momentum,
|
||||
damageType, headshotLevel, KFPRI);
|
||||
DealPartsDamage( bodyDamage, headDamage, instigatedBy,
|
||||
DealPartsDamage( bodyDamage, headDamage, instigatedBy,
|
||||
hitLocation, momentum, damageType, KFPRI,
|
||||
headshotLevel, lockonTime);
|
||||
AddKillAssistant(instigatedBy, bodyDamage);
|
||||
@ -1658,6 +1655,28 @@ function TakeDamageClient( int damage,
|
||||
// like why the fuck is it being done HERE? Makes no fucking sense
|
||||
bBackstabbed = false;
|
||||
}
|
||||
function HandleStoppingPower(
|
||||
class<NiceWeaponDamageType> damageType,
|
||||
float headshotLevel
|
||||
) {
|
||||
local float strength;
|
||||
local float actualMinStoppingThreshold, actualMaxStoppingEffect;
|
||||
|
||||
strength = damageType.default.stoppingPower;
|
||||
if (headshotLevel > 0.0) {
|
||||
strength *= 2;
|
||||
}
|
||||
if (concussionCountdown > 0) {
|
||||
actualMinStoppingThreshold = FMax(0.0, minStoppingThreshold - 0.2);
|
||||
actualMaxStoppingEffect = FMin(0.9, maxStoppingEffect + 0.2);
|
||||
}
|
||||
else {
|
||||
actualMinStoppingThreshold = minStoppingThreshold;
|
||||
actualMaxStoppingEffect = maxStoppingEffect;
|
||||
}
|
||||
strength = FMax(0, strength - actualMinStoppingThreshold);
|
||||
stoppingEffect = FMin(actualMaxStoppingEffect, stoppingEffect + strength);
|
||||
}
|
||||
function TakeDamage(int damage,
|
||||
Pawn instigatedBy,
|
||||
Vector hitLocation,
|
||||
@ -1798,7 +1817,6 @@ simulated function UnSetBurningBehavior(){
|
||||
if(Role == Role_Authority){
|
||||
Intelligence = default.Intelligence;
|
||||
if(!bZapped){
|
||||
SetGroundSpeed(GetOriginalGroundSpeed());
|
||||
AirSpeed = default.AirSpeed;
|
||||
WaterSpeed = default.WaterSpeed;
|
||||
}
|
||||
@ -1810,6 +1828,39 @@ simulated function UnSetBurningBehavior(){
|
||||
WalkAnims[i] = default.WalkAnims[i];
|
||||
}
|
||||
}
|
||||
simulated function SetGroundSpeed(float newGroundSpeed) {
|
||||
if (initializationComplete) {
|
||||
UpdateGroundSpeed();
|
||||
} else {
|
||||
// Let `KFMonster`'s code setup original speed for this zed.
|
||||
// This is a hack to be removed later, when we'll be untangling
|
||||
// initialization code
|
||||
super.SetGroundSpeed(newGroundSpeed);
|
||||
}
|
||||
}
|
||||
simulated function UpdateGroundSpeed() {
|
||||
if (TryNonRelevantSpeedup()) {
|
||||
return;
|
||||
}
|
||||
groundSpeed = GetOriginalGroundSpeed();
|
||||
groundSpeed *= (1.0 - stoppingEffect);
|
||||
if (bDecapitated) {
|
||||
groundSpeed *= 0.8;
|
||||
}
|
||||
}
|
||||
// If this function returns `true`, then we shouldn't touch speed further,
|
||||
// because a speed hack was used for the zed
|
||||
simulated function bool TryNonRelevantSpeedup(){
|
||||
if(level.netMode == NM_Client || !CanSpeedAdjust()) {
|
||||
return false;
|
||||
}
|
||||
if(level.timeSeconds - lastReplicateTime > 0.5) {
|
||||
groundSpeed = default.groundSpeed * (300.0 / default.groundSpeed);
|
||||
return true;
|
||||
}
|
||||
lastSeenOrRelevantTime = level.timeSeconds;
|
||||
return false;
|
||||
}
|
||||
simulated function ServerDropFaster(NiceHumanPawn nicePawn){
|
||||
if(nicePawn == none) return;
|
||||
if(Health > 0)
|
||||
@ -1827,7 +1878,7 @@ simulated function RemoveHead(){
|
||||
if(kfDmgType != none && kfDmgType.default.bIsMeleeDamage)
|
||||
bMeleeDecapitated = true;
|
||||
SetAnimAction('HitF');
|
||||
SetGroundSpeed(GroundSpeed *= 0.80);
|
||||
UpdateGroundSpeed();
|
||||
// No more raspy breathin'...cuz he has no throat or mouth :S
|
||||
AmbientSound = MiscSound;
|
||||
if(Health > 0)
|
||||
@ -2220,8 +2271,6 @@ defaultproperties
|
||||
lastStunTime=-1.000000
|
||||
headDamageRecoveryRate=100.000000
|
||||
headRecoveryTime=1.000000
|
||||
mind=1.000000
|
||||
accStunMindLvl=0.500000
|
||||
bCanBurn=True
|
||||
fuelRatio=0.750000
|
||||
heatDissipationRate=0.666000
|
||||
@ -2236,9 +2285,8 @@ defaultproperties
|
||||
RagdollLifeSpan=120.000000
|
||||
ControllerClass=class'NiceMonsterController'
|
||||
stoppingEffect=0.0
|
||||
stoppingRecoveryStartTime=2.0
|
||||
stoppingRecoveryRate=0.5
|
||||
maxStoppingEffect=0.5
|
||||
stoppingRecoveryRate=0.025
|
||||
maxStoppingEffect=0.25
|
||||
minStoppingThreshold=0.0
|
||||
Begin Object Class=KarmaParamsSkel Name=KarmaParamsSkelN
|
||||
KConvulseSpacing=(Max=2.200000)
|
||||
|
Loading…
Reference in New Issue
Block a user