class NiceZombieBruteBase extends NiceMonster; #exec load obj file=ScrnZedPack_T.utx #exec load obj file=ScrnZedPack_S.uax #exec load obj file=ScrnZedPack_A.ukx #exec OBJ LOAD FILE=KFWeaponSound.uax var bool bChargingPlayer; var bool bClientCharge; var bool bFrustrated; var int MaxRageCounter; // Maximum amount of players we can hit before calming down var int RageCounter; // Decreases each time we successfully hit a player var float RageSpeedTween; var int TwoSecondDamageTotal; var float LastDamagedTime; var int RageDamageThreshold; var int BlockHitsLanded; // Hits made while blocking or raging var name ChargingAnim; var Sound RageSound; // View shaking for players var() vector ShakeViewRotMag; var() vector ShakeViewRotRate; var() float ShakeViewRotTime; var() vector ShakeViewOffsetMag; var() vector ShakeViewOffsetRate; var() float ShakeViewOffsetTime; var float PushForce; var vector PushAdd; // Used to add additional height to push var float RageDamageMul; // Multiplier for hit damage when raging var float RageBumpDamage; // Damage done when we hit other specimens while raging var float BlockAddScale; // Additional head scale when blocking var bool bBlockedHS; var bool bBlocking; var bool bServerBlock; var bool bClientBlock; var float BlockDmgMul; // Multiplier for damage taken from blocked shots var float BlockFireDmgMul; replication { reliable if(Role == ROLE_Authority) bChargingPlayer, bServerBlock; } //-------------------------------------------------------------------------- // NOTE: All Code resides in the child class(this class was only created to // eliminate hitching caused by loading default properties during play) //-------------------------------------------------------------------------- defaultproperties { RageDamageThreshold=50 ChargingAnim="BruteRun" RageSound=SoundGroup'ScrnZedPack_S.Brute.BruteRage' ShakeViewRotMag=(X=500.000000,Y=500.000000,Z=600.000000) ShakeViewRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeViewRotTime=6.000000 ShakeViewOffsetMag=(X=5.000000,Y=10.000000,Z=5.000000) ShakeViewOffsetRate=(X=300.000000,Y=300.000000,Z=300.000000) ShakeViewOffsetTime=3.500000 PushForce=860.000000 PushAdd=(Z=150.000000) RageDamageMul=1.100000 RageBumpDamage=4.000000 BlockAddScale=2.500000 BlockDmgMul=0.100000 BlockFireDmgMul=1.000000 StunThreshold=4.000000 flameFuel=0.500000 clientHeadshotScale=1.300000 MeleeAnims(0)="BruteAttack1" MeleeAnims(1)="BruteAttack2" MeleeAnims(2)="BruteBlockSlam" MoanVoice=SoundGroup'ScrnZedPack_S.Brute.BruteTalk' BleedOutDuration=7.000000 ZombieFlag=3 MeleeDamage=20 damageForce=25000 bFatAss=True KFRagdollName="FleshPound_Trip" MeleeAttackHitSound=SoundGroup'ScrnZedPack_S.Brute.BruteHitPlayer' JumpSound=SoundGroup'ScrnZedPack_S.Brute.BruteJump' SpinDamConst=20.000000 SpinDamRand=20.000000 bMeleeStunImmune=True bUseExtendedCollision=True ColOffset=(Z=52.000000) ColRadius=35.000000 ColHeight=25.000000 SeveredArmAttachScale=1.300000 SeveredLegAttachScale=1.200000 SeveredHeadAttachScale=1.500000 PlayerCountHealthScale=0.250000 OnlineHeadshotOffset=(X=22.000000,Z=68.000000) OnlineHeadshotScale=1.300000 HeadHealth=160.000000 PlayerNumHeadHealthScale=0.200000 MotionDetectorThreat=5.000000 HitSound(0)=SoundGroup'ScrnZedPack_S.Brute.BrutePain' DeathSound(0)=SoundGroup'ScrnZedPack_S.Brute.BruteDeath' ChallengeSound(0)=SoundGroup'ScrnZedPack_S.Brute.BruteChallenge' ChallengeSound(1)=SoundGroup'ScrnZedPack_S.Brute.BruteChallenge' ChallengeSound(2)=SoundGroup'ScrnZedPack_S.Brute.BruteChallenge' ChallengeSound(3)=SoundGroup'ScrnZedPack_S.Brute.BruteChallenge' ScoringValue=60 IdleHeavyAnim="BruteIdle" IdleRifleAnim="BruteIdle" RagDeathUpKick=100.000000 MeleeRange=85.000000 GroundSpeed=140.000000 WaterSpeed=120.000000 HealthMax=1000.000000 Health=1000 HeadHeight=2.500000 HeadScale=1.300000 minStoppingThreshold=0.1 MenuName="Brute" MovementAnims(0)="BruteWalkC" MovementAnims(1)="BruteWalkC" WalkAnims(0)="BruteWalkC" WalkAnims(1)="BruteWalkC" WalkAnims(2)="RunL" WalkAnims(3)="RunR" IdleCrouchAnim="BruteIdle" IdleWeaponAnim="BruteIdle" IdleRestAnim="BruteIdle" AmbientSound=SoundGroup'ScrnZedPack_S.Brute.BruteIdle1Shot' Mesh=SkeletalMesh'ScrnZedPack_A.BruteMesh' PrePivot=(Z=0.000000) Skins(0)=Texture'NicePackT.MonsterBrute.WPCBruteT' Mass=600.000000 RotationRate=(Yaw=45000,Roll=0) }