Any comments? Cause, u know, the brute has always reminded me of the incredible hulk, and i'd lol so hard if he had ripped shorts on....
Upvote
0
Can somebody tell me the reason for which, it is impossible to make all the mutators that are not in the white list, there were a default in the gray list? I think that this action will refresh the game only for people who have already reached the maximum level and want to have fun, as well as the level of throughput is not affected, then the rest will have a choice: either play a standard, or with mutators, but without progress.
Hunting Rifle Final - Whitelist
Source - http://www.gamefront.com/files/20447612/HuntingRifleSource.rar[url]http://www.gamefront.com/files/20447612/HuntingRifleSource.rar[/URL]
Files - http://www.gamefront.com/files/20398175/BDHuntingRifleFinal_rar[url]http://www.gamefront.com/files/20398175/BDHuntingRifleFinal_rar[/URL]
A standard rifle with precision scope.
Also I would suggest perhaps a look into White-listing with a bit of balance to the weapon. However, I have a gut feeling if given to the Sharp-Shooter it may become overpowered.
Hunting Rifle Final - Whitelist
Source - http://www.gamefront.com/files/20447612/HuntingRifleSource.rar[url]http://www.gamefront.com/files/20447612/HuntingRifleSource.rar[/URL]
Files - http://www.gamefront.com/files/20398175/BDHuntingRifleFinal_rar[url]http://www.gamefront.com/files/20398175/BDHuntingRifleFinal_rar[/URL]
A standard rifle with precision scope.
The damage values of the Barrett M99 have been changed to make this weapon easier to whitelist, as we couldn't add a FP resistence.
It should be balanced as you only can carry the M99 and a Machete.
A fleshpound needs 3 headshots to decap now. (perked 6 man HOE)
A scrake 1 headshot and 1 shot from the 9mm to decap it. (perked 6man HOE)
The download link still is the same but the files have ben overwritten.
What a shame :/
Are you sure you couldn't leave it as it was and ask TWI to add the 40% resistance? I worked my *** off to try and find the right numbers for that one
Yes I know . I don't like these changes either but I will try to talk with TWI about the FP resistence. If it can be implemented then we'll change it back to the old values.
struct dmgScale {
var string dmgType; //Weapon's damage type class name
var float dmgScale; //How much the damage should scale
var bool bNeedHeadShot; //True if headshot needs to be achieved
var byte difficultyMask; //Bitmask of what difficulty the scale applies on, bit 0 = Beginner, bit 5 = HoE
}
var array<dmgScale> damageScaleArray;
defaultproperties {
damageScaleArray(0)=(dmgType="DamTypePipeBomb",dmgScale=2.00,bNeedHeadShot=false,difficultyMask=0x1F)
damageScaleArray(1)=(dmgType="DamTypeFrag",dmgScale=2.00,bNeedHeadShot=false,difficultyMask=0x1F)
damageScaleArray(2)=(dmgType="DamTypeM79Grenade",dmgScale=1.25,bNeedHeadShot=false,difficultyMask=0x1F)
damageScaleArray(3)=(dmgType="DamTypeM32Grenade",dmgSCale=1.25,bNeedHeadShot=false,difficultyMask=0x1F)
damageScaleArray(4)=(dmgType="DamTypeLAW",dmgScale=1.00,bNeedHeadShot=false,difficultyMask=0x1F)
damageScaleArray(5)=(dmgType="DamTypeM14EBR",dmgScale=0.75,bNeedHeadShot=true,difficultyMask=0x1F)
damageScaleArray(6)=(dmgType="DamTypeLawRocketImpact",dmgScale=0.75,bNeedHeadShot=true,difficultyMask=0x1F)
damageScaleArray(7)=(dmgType="DamTypeWinchester",dmgScale=0.75,bNeedHeadShot=true,difficultyMask=0x1F)
damageScaleArray(8)=(dmgType="DamTypeCrossbowHeadShot",dmgScale=0.35,bNeedHeadShot=true,difficultyMask=0x18)
damageScaleArray(9)=(dmgType="DamTypeVomit",dmgScale=0.00,bNeedHeadShot=false,difficultyMask=0x1F)
}
//Return -1 if not found
function int findDmgTypeScale(String dmgType, array<dmgScale> dmgScaleArray) {
local int index;
local int i;
index=-1;
for(i=0;index == -1 && i<dmgScaleArray.length;i++) {
if (dmgType == dmgScaleArray[i].dmgType) {
index = i;
}
}
return index;
}
function int diffToMask(int difficulty) {
if (difficulty == 7) {
return 0x10;
} else if (difficulty == 5) {
return 0x8;
}
return difficulty;
}
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) {
local int dmgIndex;
local bool bIsHeadShot;
bIsHeadShot = IsHeadShot(Hitlocation, normal(Momentum), 1.0);
dmgIndex= findDmgTypeScale(String(damageType),damageScaleArray);
if (dmgIndex != -1 && (damageScaleArray[dmgIndex].bNeedHeadShot && bIsHeadShot || !damageScaleArray[dmgIndex].bNeedHeadShot) &&
diffToMask(Level.Game.Difficulty) & damageScaleArray[dmgIndex].difficultyMask != 0) {
Damage*= damageScaleArray[dmgIndex].dmgScale;
} else {
Damage*= 0.5;
}
super.TakeDamage(Damage, instigatedBy, hitLocation, momentum, damageType,HitIndex) ;
}