Update 003

- Aiming down sights now reduces recoil by 50%
- Reshuffled demo skills
- Weapon for commando M4 203: increased amount of primary ammo from 120
to 180, reduced amount of grenade ammo from 12 to 8
- Weapon for Enforcer AA12 Shotgun: spread reduced from 3000 to 1125
- Weapon for Enforcer HSG-1 Shotgun: spread reduced from 1250 to 750
- Crawlers can no longer jump while headless
- Husks should no longer shoot while falling
- Sirens should no longer lift players from the ground with their
screaming
- Shiver's bleed out duration reduced from 5 to 3 seconds
- Jasons should no longer "rotate" because of fleshpounds
This commit is contained in:
Anton Tarasenko 2021-08-07 02:58:50 +07:00
parent 0ee6e2e0ca
commit 0b12940297
15 changed files with 28 additions and 459 deletions

View File

@ -81,15 +81,15 @@ static function string GetCustomLevelInfo(byte Level){
defaultproperties
{
bNewTypePerk=True
SkillGroupA(0)=Class'NicePack.NiceSkillDemoOnperk'
SkillGroupA(1)=Class'NicePack.NiceSkillDemoDirectApproach'
SkillGroupA(2)=Class'NicePack.NiceSkillDemoConcussion'
SkillGroupA(3)=Class'NicePack.NiceSkillDemoAPShot'
SkillGroupA(0)=Class'NicePack.NiceSkillDemoConcussion'
SkillGroupA(1)=Class'NicePack.NiceSkillDemoOnperk'
SkillGroupA(2)=Class'NicePack.NiceSkillDemoDirectApproach'
SkillGroupA(3)=Class'NicePack.NiceSkillDemoReactiveArmor'
SkillGroupA(4)=Class'NicePack.NiceSkillDemoZEDDuckAndCover'
SkillGroupB(0)=Class'NicePack.NiceSkillDemoOffperk'
SkillGroupB(1)=Class'NicePack.NiceSkillDemoVolatile'
SkillGroupB(2)=Class'NicePack.NiceSkillDemoReactiveArmor'
SkillGroupB(3)=Class'NicePack.NiceSkillDemoManiac'
SkillGroupB(1)=Class'NicePack.NiceSkillDemoManiac'
SkillGroupB(2)=Class'NicePack.NiceSkillDemoAPShot'
SkillGroupB(3)=Class'NicePack.NiceSkillDemoVolatile'
SkillGroupB(4)=Class'NicePack.NiceSkillDemoZEDFullBlast'
progressArray0(0)=100
progressArray0(1)=1000

View File

@ -458,6 +458,7 @@ simulated function HandleRecoil(float Rec){
local NiceHumanPawn nicePawn;
local vector AdjustedVelocity;
local float AdjustedSpeed;
local KFWeapon kfWeap;
if(Instigator != none){
nicePlayer = NicePlayerController(Instigator.Controller);
nicePawn = NiceHumanPawn(Instigator);
@ -468,6 +469,10 @@ simulated function HandleRecoil(float Rec){
Rec = 0.0;
bResetRecoil = false;
}
kfWeap= KFWeapon(Weapon);
if (kfWeap.bAimingRifle) {
Rec *= 0.5;
}
if(nicePawn.stationaryTime > 0.0 && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillHeavyStablePosition')){
stationarySeconds = Ceil(2 * nicePawn.stationaryTime) - 1;
Rec *= FMax(0.0, 1.0 - (stationarySeconds * class'NiceSkillHeavyStablePosition'.default.recoilDampeningBonus));

View File

@ -1,441 +0,0 @@
class NiceScopedWeapon extends NiceWeapon
abstract;
#exec OBJ LOAD FILE=ScopeShaders.utx
#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
var() Material ZoomMat;
var() Sound ZoomSound;
var() int lenseMaterialID; // used since material id's seem to change alot
var() float scopePortalFOVHigh; // The FOV to zoom the scope portal by.
var() float scopePortalFOV; // The FOV to zoom the scope portal by.
var() vector XoffsetScoped;
var() vector XoffsetHighDetail;
var() int tileSize;
// 3d Scope vars
var ScriptedTexture ScopeScriptedTexture; // Scripted texture for 3d scopes
var Shader ScopeScriptedShader; // The shader that combines the scripted texture with the sight overlay
var Material ScriptedTextureFallback; // The texture to render if the users system doesn't support shaders
// new scope vars
var Combiner ScriptedScopeCombiner;
var texture TexturedScopeTexture;
var bool bInitializedScope; // Set to true when the scope has been initialized
var string ZoomMatRef;
var string ScriptedTextureFallbackRef;
var texture CrosshairTex;
var string CrosshairTexRef;
static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
local NiceScopedWeapon W;
super.PreloadAssets(Inv, bSkipRefCount);
if(default.ZoomMat == none && default.ZoomMatRef != ""){
// Try to load as various types of materials
default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
if(default.ZoomMat == none)
default.ZoomMat = Combiner(DynamicLoadObject(default.ZoomMatRef, class'Combiner', true));
if(default.ZoomMat == none)
default.ZoomMat = Shader(DynamicLoadObject(default.ZoomMatRef, class'Shader', true));
if(default.ZoomMat == none)
default.ZoomMat = Texture(DynamicLoadObject(default.ZoomMatRef, class'Texture', true));
if(default.ZoomMat == none)
default.ZoomMat = Material(DynamicLoadObject(default.ZoomMatRef, class'Material'));
}
if(default.ScriptedTextureFallback == none && default.ScriptedTextureFallbackRef != "")
default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture'));
if(default.CrosshairTex == none && default.CrosshairTexRef != "")
default.CrosshairTex = Texture(DynamicLoadObject(default.CrosshairTexRef, class'texture'));
W = NiceScopedWeapon(Inv);
if(W != none){
W.ZoomMat = default.ZoomMat;
W.ScriptedTextureFallback = default.ScriptedTextureFallback;
W.CrosshairTex = default.CrosshairTex;
}
}
static function bool UnloadAssets(){
if(super.UnloadAssets()){
default.ZoomMat = none;
default.ScriptedTextureFallback = none;
default.CrosshairTex = none;
}
return true;
}
simulated function bool ShouldDrawPortal()
{
if(bAimingRifle)
return true;
else
return false;
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
// Get new scope detail value from KFWeapon
KFScopeDetail = class'KFMod.KFWeapon'.default.KFScopeDetail;
UpdateScopeMode();
}
// Handles initializing and swithing between different scope modes
simulated function UpdateScopeMode()
{
if (Level.NetMode != NM_DedicatedServer && Instigator != none && Instigator.IsLocallyControlled() && Instigator.IsHumanControlled()){
if(KFScopeDetail == KF_ModelScope){
scopePortalFOV = default.scopePortalFOV;
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
if (bUsingSights || bAimingRifle)
PlayerViewOffset = XoffsetScoped;
if(ScopeScriptedTexture == none)
ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
ScopeScriptedTexture.SetSize(512,512);
ScopeScriptedTexture.Client = Self;
if(ScriptedScopeCombiner == none){
ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
ScriptedScopeCombiner.Material1 = CrosshairTex;
ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
ScriptedScopeCombiner.CombineOperation = CO_Multiply;
ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
}
if(ScopeScriptedShader == none){
ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
}
bInitializedScope = true;
}
else if( KFScopeDetail == KF_ModelScopeHigh )
{
scopePortalFOV = scopePortalFOVHigh;
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh);
if(bUsingSights || bAimingRifle)
PlayerViewOffset = XoffsetHighDetail;
if(ScopeScriptedTexture == none)
ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture'));
ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback;
ScopeScriptedTexture.SetSize(1024,1024);
ScopeScriptedTexture.Client = Self;
if(ScriptedScopeCombiner == none){
ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner'));
ScriptedScopeCombiner.Material1 = CrosshairTex;
ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
ScriptedScopeCombiner.CombineOperation = CO_Multiply;
ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask;
ScriptedScopeCombiner.Material2 = ScopeScriptedTexture;
}
if(ScopeScriptedShader == none){
ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader'));
ScopeScriptedShader.Diffuse = ScriptedScopeCombiner;
ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner;
ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader';
}
bInitializedScope = true;
}
else if (KFScopeDetail == KF_TextureScope){
ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
PlayerViewOffset.X = default.PlayerViewOffset.X;
bInitializedScope = true;
}
}
}
simulated event RenderTexture(ScriptedTexture Tex)
{
local rotator RollMod;
RollMod = Instigator.GetViewRotation();
if(Owner != none && Instigator != none && Tex != none && Tex.Client != none)
Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,Owner,(Instigator.Location + Instigator.EyePosition()), RollMod, scopePortalFOV );
}
simulated function SetZoomBlendColor(Canvas c)
{
local Byte val;
local Color clr;
local Color fog;
clr.R = 255;
clr.G = 255;
clr.B = 255;
clr.A = 255;
if(Instigator.Region.Zone.bDistanceFog){
fog = Instigator.Region.Zone.DistanceFogColor;
val = 0;
val = Max(val, fog.R);
val = Max(val, fog.G);
val = Max(val, fog.B);
if(val > 128){
val -= 128;
clr.R -= val;
clr.G -= val;
clr.B -= val;
}
}
c.DrawColor = clr;
}
//Handles all the functionality for zooming in including
// setting the parameters for the weapon, pawn, and playercontroller
simulated function ZoomIn(bool bAnimateTransition)
{
default.ZoomTime = default.recordedZoomTime;
PlayerIronSightFOV = default.PlayerIronSightFOV;
scopePortalFOVHigh = default.scopePortalFOVHigh;
scopePortalFOV = default.scopePortalFOV;
PlayerIronSightFOV = default.PlayerIronSightFOV;
if(instigator != none && instigator.bIsCrouched && class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterHardWork')){
default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
if(instigator != none && instigator.bIsCrouched){
PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
}
}
super(BaseKFWeapon).ZoomIn(bAnimateTransition);
bAimingRifle = True;
if(KFHumanPawn(Instigator) != none)
KFHumanPawn(Instigator).SetAiming(True);
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ){
if(AimInSound != none)
PlayOwnedSound(AimInSound, SLOT_Interact,,,,, false);
}
}
// Handles all the functionality for zooming out including
// setting the parameters for the weapon, pawn, and playercontroller
simulated function ZoomOut(bool bAnimateTransition)
{
default.ZoomTime = default.recordedZoomTime;
PlayerIronSightFOV = default.PlayerIronSightFOV;
scopePortalFOVHigh = default.scopePortalFOVHigh;
scopePortalFOV = default.scopePortalFOV;
PlayerIronSightFOV = default.PlayerIronSightFOV;
if(class'NiceVeterancyTypes'.static.hasSkill(NicePlayerController(Instigator.Controller), class'NiceSkillSharpshooterControl')){
default.ZoomTime *= class'NiceSkillSharpshooterControl'.default.zoomSpeedBonus;
PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
scopePortalFOVHigh *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
scopePortalFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
PlayerIronSightFOV *= class'NiceSkillSharpshooterControl'.default.zoomBonus;
}
super.ZoomOut(bAnimateTransition);
bAimingRifle = False;
if( KFHumanPawn(Instigator)!=none )
KFHumanPawn(Instigator).SetAiming(False);
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
{
if( AimOutSound != none )
{
PlayOwnedSound(AimOutSound, SLOT_Interact,,,,, false);
}
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
}
}
simulated function WeaponTick(float dt)
{
super.WeaponTick(dt);
if(bAimingRifle && ForceZoomOutTime > 0 && Level.TimeSeconds - ForceZoomOutTime > 0)
{
ForceZoomOutTime = 0;
ZoomOut(false);
if(Role < ROLE_Authority)
ServerZoomOut(false);
}
}
// Called by the native code when the interpolation of the first person weapon to the zoomed position finishes
simulated event OnZoomInFinished()
{
local name anim;
local float frame, rate;
GetAnimParams(0, anim, frame, rate);
if (ClientState == WS_ReadyToFire)
{
// Play the iron idle anim when we're finished zooming in
if (anim == IdleAnim)
{
PlayIdle();
}
}
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none &&
KFScopeDetail == KF_TextureScope )
{
KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
}
}
simulated function bool CanZoomNow()
{
Return (!FireMode[0].bIsFiring && !FireMode[1].bIsFiring && Instigator!=none && Instigator.Physics!=PHYS_Falling);
}
simulated event RenderOverlays(Canvas Canvas)
{
local int m;
local PlayerController PC;
if (Instigator == none)
return;
PC = PlayerController(Instigator.Controller);
if(PC == none)
return;
if(!bInitializedScope && PC != none )
{
UpdateScopeMode();
}
Canvas.DrawActor(none, false, true);
for (m = 0; m < NUM_FIRE_MODES; m++)
{
if (FireMode[m] != none)
{
FireMode[m].DrawMuzzleFlash(Canvas);
}
}
SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );
SetRotation( Instigator.GetViewRotation() + ZoomRotInterp);
PreDrawFPWeapon();
if(bAimingRifle && PC != none && (KFScopeDetail == KF_ModelScope || KFScopeDetail == KF_ModelScopeHigh)){
if(ShouldDrawPortal()){
if(ScopeScriptedTexture != none){
Skins[LenseMaterialID] = ScopeScriptedShader;
ScopeScriptedTexture.Client = Self;
ScopeScriptedTexture.Revision = (ScopeScriptedTexture.Revision + 1);
}
}
bDrawingFirstPerson = true;
Canvas.DrawBoundActor(self, false, false,DisplayFOV,PC.Rotation,rot(0,0,0),Instigator.CalcZoomedDrawOffset(self));
bDrawingFirstPerson = false;
}
else if(KFScopeDetail == KF_TextureScope && PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle){
Skins[LenseMaterialID] = ScriptedTextureFallback;
SetZoomBlendColor(Canvas);
Canvas.Style = ERenderStyle.STY_Normal;
Canvas.SetPos(0, 0);
Canvas.DrawTile(ZoomMat, (Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
Canvas.SetPos(Canvas.SizeX, 0);
Canvas.DrawTile(ZoomMat, -(Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8);
Canvas.Style = 255;
Canvas.SetPos((Canvas.SizeX - Canvas.SizeY) / 2,0);
Canvas.DrawTile(ZoomMat, Canvas.SizeY, Canvas.SizeY, 0.0, 0.0, tileSize, tileSize);
Canvas.Font = Canvas.MedFont;
Canvas.SetDrawColor(200,150,0);
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.43);
Canvas.DrawText(" ");
Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.47);
}
else{
Skins[LenseMaterialID] = ScriptedTextureFallback;
bDrawingFirstPerson = true;
Canvas.DrawActor(self, false, false, DisplayFOV);
bDrawingFirstPerson = false;
}
}
// Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust
simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV)
{
local KFPlayerController KFPC;
local float ResX, ResY;
local float AspectRatio;
KFPC = KFPlayerController(Level.GetLocalPlayerController());
if( KFPC == none )
{
return AdjustFOV;
}
ResX = float(GUIController(KFPC.Player.GUIController).ResX);
ResY = float(GUIController(KFPC.Player.GUIController).ResY);
AspectRatio = ResX / ResY;
if ( KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60 ) //1.6 = 16/10 which is 16:10 ratio and 16:9 comes to 1.77
{
return CalcFOVForAspectRatio(AdjustFOV);
}
else
{
return AdjustFOV;
}
}
// AdjustIngameScope(RO) - Takes the changes to the ScopeDetail variable and
// sets the scope to the new detail mode. Called when the player switches the
// scope setting ingame, or when the scope setting is changed from the menu
simulated function AdjustIngameScope()
{
local PlayerController PC;
if(Instigator == none || PlayerController(Instigator.Controller) == none)
return;
PC = PlayerController(Instigator.Controller);
if(!bHasScope)
return;
switch (KFScopeDetail)
{
case KF_ModelScope:
if(bAimingRifle)
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
if (PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle){
if(Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none)
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
}
break;
case KF_TextureScope:
if(bAimingRifle)
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
if (bAimingRifle && PC.DesiredFOV != PlayerIronSightFOV){
if(Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none)
KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0);
}
break;
case KF_ModelScopeHigh:
if(bAimingRifle){
if(default.ZoomedDisplayFOVHigh > 0)
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh);
else
DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV);
}
if ( bAimingRifle && PC.DesiredFOV == PlayerIronSightFOV )
{
if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none )
{
KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0);
}
}
break;
}
// Make any chagned to the scope setup
UpdateScopeMode();
}
simulated event Destroyed()
{
PreTravelCleanUp();
Super.Destroyed();
}
simulated function PreTravelCleanUp()
{
if(ScopeScriptedTexture != none){
ScopeScriptedTexture.Client = none;
Level.ObjectPool.FreeObject(ScopeScriptedTexture);
ScopeScriptedTexture=none;
}
if(ScriptedScopeCombiner != none){
ScriptedScopeCombiner.Material2 = none;
Level.ObjectPool.FreeObject(ScriptedScopeCombiner);
ScriptedScopeCombiner = none;
}
if(ScopeScriptedShader != none){
ScopeScriptedShader.Diffuse = none;
ScopeScriptedShader.SelfIllumination = none;
Level.ObjectPool.FreeObject(ScopeScriptedShader);
ScopeScriptedShader = none;
}
}
defaultproperties
{
tileSize=1024
}

View File

@ -4,8 +4,8 @@ defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4Pickup'
AmmoPickupAmount=30
MaxAmmo=120
InitialAmount=30
MaxAmmo=180
InitialAmount=60
PickupClass=Class'NicePack.NiceM4M203AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=336,Y1=82,X2=382,Y2=125)

View File

@ -3,8 +3,8 @@ defaultproperties
{
WeaponPickupClass=Class'NicePack.NiceM4M203Pickup'
AmmoPickupAmount=1
MaxAmmo=15
InitialAmount=4
MaxAmmo=8
InitialAmount=2
PickupClass=Class'NicePack.NiceM4M203AmmoPickup'
IconMaterial=Texture'KillingFloorHUD.Generic.HUD'
IconCoords=(X1=4,Y1=350,X2=110,Y2=395)

View File

@ -1,7 +1,7 @@
class NiceM4M203NadeAmmoPickup extends NiceAmmoPickup;
defaultproperties
{
AmmoAmount=2
AmmoAmount=1
InventoryType=Class'NicePack.NiceM4M203NadeAmmo'
PickupMessage="M203 Grenades"
}

View File

@ -22,4 +22,5 @@ defaultproperties
ShakeOffsetMag=(Z=6.000000)
ShakeOffsetTime=1.250000
BotRefireRate=0.250000
Spread=1125.000000
}

View File

@ -15,5 +15,5 @@ defaultproperties
FireRate=0.943000
AmmoClass=Class'NicePack.NiceKSGAmmo'
BotRefireRate=0.250000
Spread=1000.000000
Spread=750.000000
}

View File

@ -61,7 +61,7 @@ function RangedAttack(Actor A) {
else if((KFDoorMover(A) != none ||
(!Region.Zone.bDistanceFog && VSize(A.Location-Location) <= 65535) ||
(Region.Zone.bDistanceFog && VSizeSquared(A.Location-Location) < (Square(Region.Zone.DistanceFogEnd) * 0.8))) // Make him come out of the fog a bit
&& !bDecapitated ) {
&& !bDecapitated && Physics != PHYS_Falling) {
bShotAnim = true;
SetAnimAction('ShootBurns');

View File

@ -5,7 +5,7 @@ class NiceZombieCrawler extends NiceZombieCrawlerBase;
//----------------------------------------------------------------------------
function bool DoPounce()
{
if (bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5))
if (headHealth <= 0 || bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5))
return false;
Velocity = Normal(Controller.Target.Location-Location)*PounceSpeed;
Velocity.Z = JumpZ;

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@ -79,7 +79,7 @@ function RangedAttack(Actor A)
else if ( (KFDoorMover(A) != none ||
(!Region.Zone.bDistanceFog && VSize(A.Location-Location) <= 65535) ||
(Region.Zone.bDistanceFog && VSizeSquared(A.Location-Location) < (Square(Region.Zone.DistanceFogEnd) * 0.8))) // Make him come out of the fog a bit
&& !bDecapitated )
&& !bDecapitated && Physics != PHYS_Falling)
{
bShotAnim = true;

View File

@ -101,4 +101,5 @@ defaultproperties
PrePivot=(Z=5.000000)
Skins(0)=Combiner'ScrnZedPack_T.Shiver.CmbRemoveAlpha'
RotationRate=(Yaw=45000,Roll=0)
BleedOutDuration=3.0
}

View File

@ -116,6 +116,7 @@ function RangedAttack(Actor A)
{
Acceleration = AccelRate * Normal(A.Location - Location);
}
Acceleration.Z = FMin(Acceleration.Z, 0.0f);
}
}
simulated function int DoAnimAction( name AnimName )

View File

@ -137,7 +137,9 @@ function FreePrimaryBeam()
PrimaryBeam.EndActor = none;
PrimaryBeam.EffectEndTime = Level.TimeSeconds - 1;
PrimaryBeam.Instigator = none; // mark to delete
PrimaryBeam = none; }}
PrimaryBeam = none;
}
}
function RangedAttack(Actor A)
{
local float Dist;

View File

@ -22,7 +22,7 @@ function Touch( actor Other ){
function bool RelevantTo(Pawn P){
local NiceMonster niceZed;
niceZed = NiceMonster(P);
if(niceZed != none && niceZed.default.Health >= 1000)
if(niceZed != none && (niceZed.default.Health >= 1000 || NiceZombieJason(niceZed) != none))
return false;
return (niceFP != none && VSizeSquared(niceFP.Velocity) >= 75 && Super.RelevantTo(P) && niceFP.Velocity dot (P.Location - niceFP.Location) > 0 );
}