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Killing floor download speed
Killing floor download speed




killing floor download speed
  1. Killing floor download speed code#
  2. Killing floor download speed plus#

Note that when player lands a head blowing shot the extra damage to ZED's body health will be done as well - essentially ZED takes extra damage which is at least 25% of its maximum health plus the weapon damage itself (see step 9 of "ZEDs - Damage to take" mechanic for detailed information). ZED can only be decapitated when it takes damage greater than its remaining head health but lesser than its remaining body health (as causing damage to head causes damage to body at the same time and having body health drained results in instant death). Whether weapon will decapitate or will it kill ZED instantly depends from amount of taken damage and remaining body health of the ZED. from 2.0s to 2.05s) which will not change total amount of DOT ticks but will shift their intervals leaving some time for the last one to be processed. In theory this bug might be avoided by increasing DOT duration by minuscule amount (e.g.

killing floor download speed

The last tick, that could have happened at 1.0s mark (which is exactly where remaining DOT duration value become less than DOT interval), most likely will not appear. However in high FPS game for this weapon there is a probability to cause only 3 ticks (at 4.0s, 3.0s and 2.0s marks). For example, in low FPS game the attack of Hemogoblin (DOT duration - 5.0s, interval - 1.0s) does 4 ticks of damage: tick 1 at 4.0s mark, tick 2 at 3.0s mark, tick 3 at 2.0s mark and finally tick 4 at 1.0s. Possible bug: if amount of DOT ticks gives integer value without leftover, on high computing rates, whether it is server or local play's FPS, the last DOT tick (one that supposed to happen by the very same moment game ceases DOT timer as it is mentioned above) might not even happen at all. In theory it is possible to avoid cooldown while keep bleeding effect active by keeping ZED's incap meter in range of (65-99), however it is next to impossible on practice. Cooldown on this affliction meaning that upon hitting 100 points of bleeding power on ZED's incap meter (not 65 where bleeding start its effects) ZED stops taking any further bleeding power applications until cooldown expires which makes it impossible to maintain constant bleeding. ZED affected by bleeding as long as its stacking meter above the Incap Threshold. For the duration of bleed affliction ZEDs shrink in size, however their hitboxes remain the same. Bleed increases amount of the incap power taken by ZED: by default amount of the power given by damage type is "1 + perk incap bonuses", instead bleeding ZED takes "1.5 + perk bonuses" amount the weapon powers towards its affliction meter. Bleeding is a ZED's state, when bleeding ZEDs takes more incap power towards its incap meter, moves 30% slower (stack with Snare for a total of x0.49 speed multiplier), does 30% less damage (x0.7 multiplier) and plays melee attack animations 25% slower (incap divides the duration of melee animation by 0.8). 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.īleed. 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.

Killing floor download speed code#

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 fell on the ground, ZED will be evaluating its getup possibilities within 0.2 second intervals, ZEDs with velocity greater than 100 uu/s or whose rigid body is still awake and simulated should skip getup animation untill their next evaluation check.

killing floor download speed

By any means only 5 ZEDs are allowed to be knocked down at time (this rule, however, implies 5 separate instances of knockdown - each ZED can be knocked down individually only if in the world there are less than 5 already knocked ZEDs, otherwise it is possible to knockdown much bigger groups of ZEDs, for example with the single explosion). Knockdown is a special move where ZED goes into "ragdoll" state.






Killing floor download speed