I think this is something that all specimens are using. I personally (without looking) think that there is a file that ALL specimens get affected by. This is where i'd look for that code just because all specimens do that exact same technique on getting away from the grenade. Have a look at the extended files of the specimens (actualy file for them and their base files).I wonder where I can find the code that makes zeds dodge the grenades, and how i can disable it for my custom zeds?
// Overridden because we want our Zeds to be a bit more scared of fear spots
function FearThisSpot(AvoidMarker aSpot)
{
}
// Overridden because we want our Zeds to be a bit more scared of fear spots
function FearThisSpot(AvoidMarker aSpot)
{
}
Well actually all you need to do is make a custom specimen class. Just add the function inside of it as all the specimens extend to the controller class.
..not. You need to extend the KFMonsterController and put function inside the Controller, not the Pawn.
Then in your custom Pawn put ControllerClass=YourCustomController in the defaultproperties block.