Scrakes do not have explosive resistance. There is nothing in the ZombieScrake.uc code that contains M32, M79, Frag, Pipebomb, or LAW damage types. Also, there is no special TakeDamage() function in ZombieScrake.uc which means the scrake specimen uses the default function provided in KFMonster.uc. Looking at the TakeDamage() function in KFMonster.uc turns up nothing as well regarding explosive resistance. If it were there, every specimen would get explosive resistance by default since they all use that specific KFMonster.uc function when applying damage. You need more explosives to drop a scrake because they have more hp in a 6-man game than FPs and FPs have explosive weaknesses.
Fleshpounds also do not have 50% resistance to LAW rockets. From the TakeDamage() function in ZombieFleshpound.uc:
Code:
if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
&& DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
{
// Don't reduce the damage so much if its a high headshot damage weapon
if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
{
Damage *= 0.75;
}
else
{
Damage *= 0.5;
}
}
// double damage from handheld explosives
else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
{
Damage *= 2.0;
}
// A little extra damage from the grenade launchers, they are HE not shrapnel,
// and its shrapnel that REALLY hurts he FP ;)
else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
{
Damage *= 1.25;
}
If your damage type is frag, pipebomb, m32, m79, or LAW, your damage is not reduced at all.