Add stopping power mechanic

This commit is contained in:
Anton Tarasenko 2024-03-22 18:48:30 +07:00
commit 0951574451
23 changed files with 208 additions and 196 deletions

View file

@ -27,6 +27,7 @@ var const int MediumZedMinHealth; // If zed's base Health >= this
var float PenDmgReduction; // Penetration damage reduction after hitting small zed
var float penDecapReduction; // Penetration decapitaion effectiveness reduction after hitting small zed
var float penIncapReduction; // Penetration incapacitation (flinch or stun) effectiveness reduction after hitting small zed
var float stoppingPower; // How much stopping power the gun has - % amount zeds will be made to slow down when shot
var bool bIsProjectile; // If original damage type's version was derived from 'KFProjectileWeaponDamageType', then set this to true
// Scales exp gain according to given HardcoreLevel
static function float getScale(int HL){
@ -88,6 +89,7 @@ defaultproperties
BigZedPenDmgReduction=0.500000
BigZedMinHealth=1000
MediumZedPenDmgReduction=0.750000
stoppingPower=0.0
MediumZedMinHealth=500
PenDmgReduction=0.700000
PawnDamageEmitter=None

View file

@ -2,6 +2,7 @@ class NiceDamTypeKrissM extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.25
HeadShotDamageMult=1.500000
WeaponClass=class'NiceKrissMMedicGun'
}

View file

@ -2,6 +2,7 @@ class NiceDamTypeM7A3M extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.15
HeadShotDamageMult=2.000000
WeaponClass=class'NiceM7A3MMedicGun'
}

View file

@ -2,6 +2,7 @@ class NiceDamTypeMP5M extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.15
HeadShotDamageMult=2.000000
WeaponClass=class'NiceMP5MMedicGun'
}

View file

@ -5,5 +5,6 @@ defaultproperties
bPenetrationHSOnly=True
MaxPenetrations=1
HeadShotDamageMult=2.250000
stoppingPower=0.15
WeaponClass=class'NiceMP7MMedicGun'
}