lundi 15 juin 2015

EMP Grenade dmg affected by Berserker's dmg. mod + Medic's Bile resistance not work.

Category: Code.
Reproducibility: Always.
Summary: When holding melee weapons, the EMP grenade does more than 100 pts. of the damage.
Online/Offline: Both.
Description: Not sure if intended. Seems more like indirect outcome from the code. Anyway:

KF_Perk_Berserker. Lines 78-84. EMP Grenade suppose to be a projectile (just like Eviscerator's blade for which this part of the code seems to be writen) KFProjectile -> KFProj_Grenade -> KFProj_EMPGrenade. I assume that spawned EMP Projectile belong to whatever weapon player currently holding so Line 84 works just fine:
Code:

if((((MyKFWeapon != none) && IsWeaponOnPerk(MyKFWeapon)) && MyKFWeapon.bMeleeWeapon)
Giving the EMP Grenade all damage bonuses Berserker can has.

Category: Code.
Reproducibility: Always.
Summary: Field Medic's Bloat Bile resistance doesn't work.
Online/Offline: Both.
Description: Seems to be a mistake in the code. KFPerk_FieldMedic, Line 107 (function ModifyDamageTaken).
Code:

TempDamage -= (TempDamage * FMin(BloatBileResistance.StartingValue * float(GetLevel()), BloatBileResistance.MaxValue));
TempDamage will be always multiplied by BloatBileResistance.StartingValue * float(GetLevel()) because StartingValue=0.0 (unlike Berserker's class, where this value actually represent his resistance). You probably meant Increment instead.


EMP Grenade dmg affected by Berserker's dmg. mod + Medic's Bile resistance not work.

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