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Todos for Scrake & Husk
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theengineertcr committed Nov 22, 2023
1 parent 7f97672 commit 9542610
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Showing 2 changed files with 33 additions and 6 deletions.
23 changes: 22 additions & 1 deletion Classes/AdvHuskFireProjectile.uc
Original file line number Diff line number Diff line change
Expand Up @@ -10,5 +10,26 @@ class AdvHuskFireProjectile extends HuskFireProjectile;

/*
todo: Apply Physics to Fireball so that it actually has drop over distance (see: explosive pound code)
Allow it to destroyed mid-air by gunfire
Allow projectile to be destroyed mid-air by gunfire, as well as hit players in mid-air
Projectile has 2 separate explosions, one at the center that deals mediumish damage, and a flame explosion
That deals low, ticking, fire damage in a wide radius. Flame explosion needs a LinkedReplication class similar to
Super Zombies so that we can adjust and lengthen the burn time. Also, flame damage should temporarily mess with
User's vision/recoil for the duration.
*/


/* !!! UNCOMMENT THIS ONCE WE'VE ADJUSTED HOW BURNING WORKS !!!
simulated function Explode(vector HitLocation, vector HitNormal) {
// Second explosion
HurtRadius(Damage*3,100, class'DamTypeFrag', MomentumTransfer, HitLocation );
super.Explode(HitLocation,HitNormal);
}
defaultproperties{
Damage=15
DamageRadius=300
MomentumTransfer=31250
}
*/
16 changes: 11 additions & 5 deletions Classes/AdvZombieScrake.uc
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,17 @@
class AdvZombieScrake extends AdvZombieScrakeBase
abstract;

// Base changes TODO:
// Scrake melee attack = instant kill
// Scrake doesn't turn to face target while melee attacking, allowing flanking from speedy perks.
// Scrake continues moving while melee attacking but can't rotate during it
// Scrake laughs after killing his target(modify pat anims) (Maybe?)
/* TODO
- Melee attack is an instant kill
- Can only deal damage IF his target is infront of him
- Starts out with slow movement speed until he spots his first target, which then he passively
Gains a speed increase until walks as fast as a player running with a knife
- Once he has a target, he will not change it until they are dead
On HoE, if target breaks line of sight for too long, rage
- When raged, bumps zeds out of the way + starts spawning avoidlocations infront of him
- Slowly turns to face target while melee attacking, allowing flanking from speedy perks
- Has a grace period where he derages temporarily after killing a player that lasts 15 seconds
*/

#exec OBJ LOAD FILE=PlayerSounds.uax

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