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KF2-Dev-Scripts/KFGameContent/Classes/KFDT_Explosive_HuskCannon.uc

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//=============================================================================
// KFDT_Explosive_HuskCannon
//=============================================================================
// Explosive damage type for the Husk Cannon fireball
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFDT_Explosive_HuskCannon extends KFDT_Explosive
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abstract;
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// Damage type to use for the burning damage over time
var class<KFDamageType> BurnDamageType;
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy)
{
// Overriden to specific a different damage type to do the burn damage over
// time. We do this so we don't get shotgun pellet impact sounds/fx during
// the DOT burning.
if (default.BurnDamageType.default.DoT_Type != DOT_None)
{
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
}
}
defaultproperties
{
bNoInstigatorDamage=false
bShouldSpawnPersistentBlood=true
// physics impact
RadialDamageImpulse=1500//1500 //2500 //1500
KDamageImpulse=900 //900
GibImpulseScale=0.15 //0.15
KDeathUpKick=500//225 //500 //1500
KDeathVel=500 //225 //500
KnockdownPower=50
StumblePower=170
MeleeHitPower=50
// unreal physics momentum
bExtraMomentumZ=false
BurnPower = 50.0//5 //25
//Perk
ModifierPerkList(0) = class'KFPerk_Firebug'
ModifierPerkList(1)=class'KFPerk_Demolitionist'
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SelfDamageReductionValue=0.1f
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WeaponDef=class'KFWeapDef_HuskCannon'
BurnDamageType = class'KFDT_HuskCannonDot'
}