![]() ![]() 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. Knockdown is a special move where ZED goes into "ragdoll" state.Explosive weapons apply incapacitation power based on the target's distance from the center of the blast - the closer a ZED is to the explosion, the more incapacitation power will be applied. Certain body parts may be resistant or vulnerable to certain types of incapacitation powers, in which case incoming power will be modified by a vulnerability multiplier. ![]() Upon reaching the incap threshold the ZED will become afflicted for a short amount of time, varying depending on the Zed and type of affliction. Each time a ZED is damaged by a weapon with any incapacitation power, the respective affliction meter (be it stun, knockdown, stumble, etc.) increases by a value equal to the incapacitation power of that weapon. All afflictions stack based on hidden values unique to each ZED called affliction meters, which increase when the ZED is damaged by a weapon with incap power and decrease at a constant rate over time. 31 Weapons - Flame tracing / post-firingĪfflictions (also referred to as incapacitations or incaps) are all possible ways to immobilize a ZED.25 Weapons - Ballistic-explosive tracing.24 Weapons - Bullets / projectiles / hitscans / shards.14 Gameplay - Stand Your Ground objectives.8.1 Details on the Game Conductor's difficulty adjustments and its boundaries:. ![]()
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