- 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
		
			
				
	
	
		
			39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Ucode
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Ucode
		
	
	
	
	
	
class NiceAvoidMarkerFP extends NiceAvoidMarker;
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var NiceZombieFleshpound niceFP;
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state BigMeanAndScary
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{
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Begin:
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    StartleBots();
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    Sleep(1.0);
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    GoTo('Begin');
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}
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function InitFor(NiceMonster V){
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    if(V != none){
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       niceFP = NiceZombieFleshpound(V);
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       SetCollisionSize(niceFP.CollisionRadius * 3, niceFP.CollisionHeight + CollisionHeight);
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       SetBase(niceFP);
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       GoToState('BigMeanAndScary');
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    }
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}
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function Touch( actor Other ){
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    if((Pawn(Other) != none) && KFMonsterController(Pawn(Other).Controller) != none && RelevantTo(Pawn(Other)))
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       KFMonsterController(Pawn(Other).Controller).AvoidThisMonster(niceFP);
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}
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function bool RelevantTo(Pawn P){
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    local NiceMonster niceZed;
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    niceZed = NiceMonster(P);
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    if(niceZed != none && (niceZed.default.Health >= 1000 || NiceZombieJason(niceZed) != none))
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       return false;
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    return (niceFP != none && VSizeSquared(niceFP.Velocity) >= 75 && Super.RelevantTo(P) && niceFP.Velocity dot (P.Location - niceFP.Location) > 0 );
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}
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function StartleBots(){
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    local KFMonster P;
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    if(niceFP != none)
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       ForEach CollidingActors(class'KFMonster', P, CollisionRadius)
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           if(RelevantTo(P))
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               KFMonsterController(P.Controller).AvoidThisMonster(niceFP);
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}
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defaultproperties
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{
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}
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