Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
+SoldierClasses=BK_AlienHunter
[BK_AlienHunter X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///AlienHunter_Icons.class_alienhunter4"
NumInForcedDeck=1
NumInDeck=1
KillAssistsPerKill=5
SquaddieLoadout=BK_SquaddieAlienHunter
bAllowAWCAbilities=1
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")
+AllowedArmors="soldier"
; Squaddie - Slash, Fleche, Raise The Stakes
+SoldierRanks=( aAbilityTree=( (AbilityName="RaiseTheStakes", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="SwordSlice_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Slash_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=4), (StatType=eStat_CombatSims,StatAmount=1)) \\
)
; Corporal - Phantom, Blademaster, Center Mass
+SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), \\
(AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="HeavyCaliberRifle", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=4), (StatType=eStat_HP,StatAmount=1)) \\
)
; Sergeant - Low Profile, Silent Throw, Squadsight
+SoldierRanks=( aAbilityTree=( (AbilityName="LowProfile"), \\
(AbilityName="SilentThrowAxe", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Squadsight", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0))\\
)
; Lieutenant - Heavy Caliber, Rapid Deployment, Shadowstrike
+SoldierRanks=( aAbilityTree=( (AbilityName="HeavyCaliberPistol", ApplyToWeaponSlot=eInvSlot_Utility, UtilityCat="pistol"), \\
(AbilityName="RapidDeployment"), \\
(AbilityName="Shadowstrike_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon ) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1)) \\
)
; Captain - Covert, Grazing Fire, Bladestorm
+SoldierRanks=( aAbilityTree=( (AbilityName="Covert"), \\
(AbilityName="GrazingFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0))\\
)
; Major - Will To Survive, Damn Good Ground, Executioner
+SoldierRanks=( aAbilityTree=( (AbilityName="WillToSurvive"), \\
(AbilityName="DamnGoodGround", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Executioner", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0)) \\
)
; Colonel - Viper Slayer, Berserker Slayer, Archon Slayer
+SoldierRanks=( aAbilityTree=( (AbilityName="BetterSerpentSuit"), \\
(AbilityName="BetterZerkerSuit"), \\
(AbilityName="BetterArchonSuit") \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_Strength,StatAmount=1)) \\
)
; Brigadier - Serial, Reaper, Light Em Up
+SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1)) \\
)