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
commit 0b12940297
15 changed files with 28 additions and 459 deletions

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;

View file

@ -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;