Poison / Microwave / Fire / EMP affliction causes ZED panic, EMP Disrupt cancels ZED's certain abilities (special attacks, sprinting).Snare and Bleeding speed debuffs are multiplicative, total speed mod is 0.7 x 0.7 = x0.49. Snare slows ZED's movement by 30% (x0.7 multiplier).NOTE: as for the current version ZEDs use "AI pause, on melee hit" timers to pause their AI for the duration of either reaction. Both terms are abstract - firearm can have Melee hit power and Melee weapons can have Gun hit power assigned to them, the only significant difference between them is the duration of the reaction. Gun hit / Melee hit can interrupt ZED's special moves (if listed power > ZED's resistance, ZED is not in cooldown and such move can be interrupted by design). When "hit" ZED's AI paused for listed amount of time ("AI pause, on melee hit" for Melee hits and "AI pause, on gun hit" for Gun hits). Melee hit / Gun hit (aka Hard hits / Medium hits) are ZED's reactions.Additionally ZED should not be in cooldown to applied type of the power, otherwise stumble animation will not be interrupted. After playing a stumble animation for a semi-random duration (0.5-0.75 seconds), ZED will be able to interrupt it by taking hit from the weapon which Melee hit power / Gun hit power will be greater than ZED's Melee hit / Gun hit resistance. Impacts from different angles will cause different stumble animations, each with its own duration. Stumble is an affliction that causes a ZED to stagger backwards, temporarily impeding its ability to move and attack.When a ZED's stun duration expires a brief recovery animation will play before it is able to act freely again. The duration of the stun varies by ZED type. Stun is an affliction that causes a ZED to enter a "sleeping" state, during which it will stand in place and not attack.Every ZED can be knocked down when player lands on top of its head, in such case following powers and their normal cooldown values will be applied on this ZED: Knockdown Power = 500, Stumble Power = 200, Gun Hit Power = 100. ZEDs with dismembered limbs cannot play knockdown / getup animations. Knocked down ZED will die instantly if it will fall from the height greater than 7.5 meters. Up to 25 checks (due to code specifics - actually 32) with 0.2s intervals between each two allowed before ZED will be forced to get up back on feet, this results in overall maximum knockdown time of 6.4 seconds. Once knocked to the ground, the ZED will be evaluating its getup possibilities within 0.2 second intervals, ZEDs with velocity greater than 100 uu/s or those rigid body is still awake and simulated should skip getup animation untill their next evaluation check. By any means only 5 ZEDs are allowed to be knocked down at time.
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