Most of the player that use LAW will end it by blew them self upThe only things different about it is it is officially a demo weapon now. The Demo bonuses, gathered from KFVetDemolitions.uc are:
- gets a damage bonus for the impact damage of dull rockets/nades (demo has always received an overall damage bonus for the LAW - see above video)
Code:static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType) { if ( class<DamTypeFrag>(DmgType) != none || class<DamTypePipeBomb>(DmgType) != none || class<DamTypeM79Grenade>(DmgType) != none || class<DamTypeM32Grenade>(DmgType) != none || class<DamTypeRocketImpact>(DmgType) != none ) { if ( KFPRI.ClientVeteranSkillLevel == 0 ) { return float(InDamage) * 1.05; } return float(InDamage) * (1.0 + (0.10 * float(KFPRI.ClientVeteranSkillLevel))); // Up to 60% extra damage } return InDamage; }- can carry extra rockets for the LAW
AddExtraAmmoFor()
Code:else if ( AmmoType == class'LAWAmmo' ) { if ( KFPRI.ClientVeteranSkillLevel > 0 ) { if ( KFPRI.ClientVeteranSkillLevel == 1 ) { return 1.10; } else if ( KFPRI.ClientVeteranSkillLevel == 2 ) { return 1.20; } else if ( KFPRI.ClientVeteranSkillLevel == 6 ) { return 1.30; // Level 6 - 30% increase } return 1.25; // 25% increase } }- a LAW discount.
Code:static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item) { if ( Item == class'PipeBombPickup' ) { // Todo, this won't need to be so extreme when we set up the system to only allow him to buy it perhaps return 0.25 - (0.03 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 93% discount on PipeBomb } else if ( Item == class'M79Pickup' || Item == class 'M32Pickup' || Item == class 'LawPickup' ) { return 0.90 - (0.10 * float(KFPRI.ClientVeteranSkillLevel)); // Up to 70% discount on M79/M32 } return 1.0; }