zedtest2 #2

Merged
dkanus merged 6 commits from :zedtest2 into master 2022-01-20 16:47:12 +03:00
4 changed files with 1606 additions and 36 deletions

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Docs/CHANGELOG.md Normal file

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@echo off
Title=Compilation
set PACKAGE="NicePack"
@REM set SOURCES="C:\Users\Shtoyan\Documents\NicePack"
set SOURCES="C:\Users\dkanu\OneDrive\Documents\Programming projects\Killing floor\NicePack\project"
set DIR_COMPILE="C:\Program Files (x86)\Steam\steamapps\common\KillingFloor"
@REM set DIR_COMPILE="D:\Games\KF Dedicated Server - Copy"
set DIR_KFSYS=%DIR_COMPILE%\System
set UCC=%DIR_KFSYS%\UCC.exe
set DIR_SERVER="D:\Servers\kf_server\System"
@REM set DIR_SERVER="D:\Games\KF Dedicated Server\System"
rd /s /q %DIR_COMPILE%\%PACKAGE%\Classes
md %DIR_COMPILE%\%PACKAGE%\Classes\
for /r %SOURCES% %%a in (*.uc) do copy /y "%%a" %DIR_COMPILE%\%PACKAGE%\Classes
del %DIR_KFSYS%\%PACKAGE%.u
%UCC% make
del %DIR_KFSYS%\steam_appid.txt
copy %DIR_KFSYS%\%PACKAGE%.ucl %SERVERDIR%
copy %DIR_KFSYS%\%PACKAGE%.u %SERVERDIR%
pause

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@ -5,3 +5,26 @@ This repo contains sources for the last public NicePack release.
It is a haphazard bunch of changes that were made to customize ScrN for ourselves. It is unfinished, but due to some reasons I don't want to release it publicly anymore. It is a haphazard bunch of changes that were made to customize ScrN for ourselves. It is unfinished, but due to some reasons I don't want to release it publicly anymore.
The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.zip> The link to the compiled NicePack, along with all necessary files, is here: <http://www.insultplayers.ru/killingfloor/downloads/nicepack/NiceBundle.zip>
## Changelog
Complete changelog lies [here](Docs/CHANGELOG.md).
## Build Info
> N.B. `NiceNameHack` is required for scrn testmap only!
```ini
EditPackages=ServerPerks
EditPackages=ServerPerksMut
EditPackages=ScrnSP
EditPackages=ScrnBalanceSrv
EditPackages=ScrnWeaponPack
EditPackages=ScrnHTec
EditPackages=ScrnHMG
EditPackages=ScrnZedPack
EditPackages=NicePack
EditPackages=NiceNameHack
```
You can use [this](Docs/Compile%20Scripts/Compilation.bat) bat file for basic compilation.

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class MeanZombieHusk extends NiceZombieHusk; class MeanZombieHusk extends NiceZombieHusk;
#exec OBJ LOAD FILE=NicePackT.utx #exec OBJ LOAD FILE=NicePackT.utx
var int consecutiveShots, totalShots, maxNormalShots; var int consecutiveShots, totalShots, maxNormalShots;
function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class<NiceWeaponDamageType> damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){ function DoStun(optional Pawn instigatedBy, optional Vector hitLocation, optional Vector momentum, optional class<NiceWeaponDamageType> damageType, optional float headshotLevel, optional KFPlayerReplicationInfo KFPRI){
super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI); super.DoStun(instigatedBy, hitLocation, momentum, damageType, headshotLevel, KFPRI);
totalShots = maxNormalShots; totalShots = maxNormalShots;
} }
function SpawnTwoShots() {
local vector X,Y,Z, FireStart;
local rotator FireRotation;
local KFMonsterController KFMonstControl;
if(Controller != none && KFDoorMover(Controller.Target) != none){
Controller.Target.TakeDamage(22, Self, Location, vect(0,0,0), Class'DamTypeVomit');
return;
}
GetAxes(Rotation,X,Y,Z);
FireStart = GetBoneCoords('Barrel').Origin;
if (!SavedFireProperties.bInitialized){
SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = HuskFireProjClass;
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 65535;
SavedFireProperties.bTossed = False;
SavedFireProperties.bTrySplash = true;
SavedFireProperties.bLeadTarget = True;
SavedFireProperties.bInstantHit = False;
SavedFireProperties.bInitialized = True;
}
// Turn off extra collision before spawning vomit, otherwise spawn fails
ToggleAuxCollision(false);
if(Controller != none)
FireRotation = Controller.AdjustAim(SavedFireProperties, FireStart, 600);
foreach DynamicActors(class'KFMonsterController', KFMonstControl){
if(KFMonstControl != controller){
if(PointDistToLine(KFMonstControl.Pawn.Location, vector(FireRotation), FireStart) < 75){
KFMonstControl.GetOutOfTheWayOfShot(vector(FireRotation),FireStart);
}
}
}
Spawn(HuskFireProjClass, Self,, FireStart, FireRotation);
// Turn extra collision back on
ToggleAuxCollision(true);
}
function RangedAttack(Actor A) { function RangedAttack(Actor A) {
local int LastFireTime; local int LastFireTime;
if ( bShotAnim ) if ( bShotAnim )