// Zombie Monster for KF Invasion gametype // He's speedy, and swings with a Single enlongated arm, affording him slightly more range class NiceZombieGoreFastBase extends NiceMonster abstract; #exec OBJ LOAD FILE= var bool bRunning; var float RunAttackTimeout; replication { reliable if(Role == ROLE_Authority) bRunning; } //------------------------------------------------------------------------------- // NOTE: All Code resides in the child class(this class was only created to // eliminate hitching caused by loading default properties during play) //------------------------------------------------------------------------------- defaultproperties { fuelRatio=0.650000 clientHeadshotScale=1.600000 MeleeAnims(0)="GoreAttack1" MeleeAnims(1)="GoreAttack2" MeleeAnims(2)="GoreAttack1" bCannibal=True MeleeDamage=15 damageForce=5000 KFRagdollName="GoreFast_Trip" CrispUpThreshhold=8 bUseExtendedCollision=True ColOffset=(Z=52.000000) ColRadius=25.000000 ColHeight=10.000000 ExtCollAttachBoneName="Collision_Attach" SeveredArmAttachScale=0.900000 SeveredLegAttachScale=0.900000 PlayerCountHealthScale=0.150000 OnlineHeadshotOffset=(X=5.000000,Z=53.000000) OnlineHeadshotScale=1.500000 MotionDetectorThreat=0.500000 ScoringValue=12 IdleHeavyAnim="GoreIdle" IdleRifleAnim="GoreIdle" MeleeRange=30.000000 GroundSpeed=120.000000 WaterSpeed=140.000000 HealthMax=250.000000 Health=250 HeadHeight=2.500000 HeadScale=1.500000 MenuName="Nice Gorefast" MovementAnims(0)="GoreWalk" WalkAnims(0)="GoreWalk" WalkAnims(1)="GoreWalk" WalkAnims(2)="GoreWalk" WalkAnims(3)="GoreWalk" IdleCrouchAnim="GoreIdle" IdleWeaponAnim="GoreIdle" IdleRestAnim="GoreIdle" DrawScale=1.200000 PrePivot=(Z=10.000000) Mass=350.000000 RotationRate=(Yaw=45000,Roll=0) }