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

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2020-12-13 15:09:05 +00:00
//=============================================================================
// KFProj_BloodBall_HRG_Vampire
//=============================================================================
// Projectile class for Vampire
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
//=============================================================================
class KFProj_BloodBall_HRG_Vampire extends KFProjectile;
/** Storing all relative info about Blood Ball charged (in order to help in replication) */
struct BloodBallChargeInfo
{
var float ChargePercentage;
var float DamageByChargePercentage;
};
/** Dampen amount for every bounce */
var float DampenFactor;
/** Dampen amount for parallel angle to velocity */
var float DampenFactorParallel;
/** Vector to offset the ground FX particle system by when landing */
var vector LandedFXOffset;
/** Armed mine collision settings */
/** Decal settings */
var MaterialInterface ImpactDecalMaterial;
var float ImpactDecalWidth;
var float ImpactDecalHeight;
var float ImpactDecalThickness;
var float MaxExplodeTriggerHeightPerPercentage;
var float MinExplodeTriggerHeightPerPercentage;
var float MaxDamageRadiusPerPercentage;
var float MinDamageRadiusPerPercentage;
var float MaxCollisionRadius;
var float MinCollisionRadius;
var float MaxCollisionHeight;
var float MinCollisionHeight;
var float MaxDamagePerPercentage;
var float MinDamagePerPercentage;
var repnotify BloodBallChargeInfo BloodBallCharge;
var float fCachedCylinderWidth, fCachedCylinderHeight;
//EXPERIMENTAL FEATURES
var bool bCantBeTouchedByInstigator;
var bool bManuallyDetonated;
var bool bCantDetonateOnFullHP;
replication
{
if( bNetDirty && Role == Role_Authority)
BloodBallCharge;
}
simulated event ReplicatedEvent( name VarName )
{
super.ReplicatedEvent( VarName );
if( VarName == nameOf(BloodBallCharge))
{
ScalingExplosionTemplateByBloodBallCharge();
ScalingProjEffectsByBloodBallCharge();
}
}
simulated function SetInheritedScale(float NewChargePercentage, float NewDamageByChargePercentage)
{
BloodBallCharge.DamageByChargePercentage=NewDamageByChargePercentage;
BloodBallCharge.ChargePercentage = FMax(0.1, NewChargePercentage);//We want to see at least a bit of the projectile.
ScalingExplosionTemplateByBloodBallCharge();
ScalingProjEffectsByBloodBallCharge();
bNetDirty=true;
}
simulated function ScalingExplosionTemplateByBloodBallCharge()
{
fCachedCylinderWidth = Lerp(MinCollisionRadius, MaxCollisionRadius, BloodBallCharge.ChargePercentage);
fCachedCylinderHeight = Lerp(MinCollisionHeight, MaxCollisionHeight, BloodBallCharge.ChargePercentage);
CylinderComponent(CollisionComponent).SetCylinderSize(fCachedCylinderWidth, fCachedCylinderHeight);
ExplosionTemplate.DamageRadius = FMax(MinDamageRadiusPerPercentage, Lerp(MinDamageRadiusPerPercentage, MaxDamageRadiusPerPercentage, BloodBallCharge.DamageByChargePercentage));
ExplosionTemplate.Damage = FMax(MinDamagePerPercentage, Lerp(MinDamagePerPercentage, MaxDamagePerPercentage, BloodBallCharge.DamageByChargePercentage));
}
simulated function ScalingProjEffectsByBloodBallCharge()
{
local vector ChargePercentageVector;
ChargePercentageVector.X = BloodBallCharge.ChargePercentage;
ChargePercentageVector.Y = BloodBallCharge.ChargePercentage;
ChargePercentageVector.Z = BloodBallCharge.ChargePercentage;
if(ProjEffects != None)
{
ProjEffects.SetVectorParameter( name("BlobCharge"), ChargePercentageVector);
ProjEffects.SetFloatParameter( name("MineFxControlParam"), BloodBallCharge.ChargePercentage);
}
}
simulated event PostBeginPlay()
{
super.PostBeginPlay();
BloodBallCharge.ChargePercentage=0;
BloodBallCharge.DamageByChargePercentage=0;
}
simulated function SpawnFlightEffects()
{
super.SpawnFlightEffects();
}
/** Validates a touch */
simulated protected function PrepareExplosionTemplate()
{
local Weapon OwnerWeapon;
local Pawn OwnerPawn;
super(KFProjectile).PrepareExplosionTemplate();
OwnerWeapon = Weapon(Owner);
if (OwnerWeapon != none)
{
OwnerPawn = Pawn(OwnerWeapon.Owner);
if (OwnerPawn != none)
{
ExplosionTemplate.DamageRadius *= KFPawn(OwnerPawn).GetPerk().GetAoERadiusModifier();
}
}
}
simulated protected function PrepareExplosionActor(GameExplosionActor GEA)
{
KFExplosion_HRG_Vampire_BloodBall(GEA).ChargePercentage = BloodBallCharge.ChargePercentage;
KFExplosion_HRG_Vampire_BloodBall(GEA).DamageByChargePercentage = BloodBallCharge.DamageByChargePercentage;
super.PrepareExplosionActor(GEA);
}
/** Call ProcessBulletTouch */
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
if (Other == Instigator || CheckRepeatingTouch(Other))
{
return;
}
if (IgnoreTouchActor != Other)
{
ProcessBulletTouch(Other, HitLocation, HitNormal);
}
super.ProcessTouch(Other, HitLocation, HitNormal);
}
defaultproperties
{
Speed=2000
MaxSpeed=2000
TerminalVelocity=2000
TossZ=150
GravityScale=0.5
MomentumTransfer=50000.0
LifeSpan=300
PostExplosionLifetime=1
Physics=PHYS_Falling
bBounce=true
ProjFlightTemplate= ParticleSystem'WEP_HRG_Vampire_EMIT.FX_HRG_Vampire_BlobProjectile_01'
ExplosionActorClass=class'KFExplosion_HRG_Vampire_BloodBall'
bSuppressSounds=false
bAmbientSoundZedTimeOnly=false
bAutoStartAmbientSound=false
bStopAmbientSoundOnExplode=true
AmbientSoundPlayEvent=None
AmbientSoundStopEvent=None
Begin Object Class=AkComponent name=AmbientAkSoundComponent
bStopWhenOwnerDestroyed=true
bForceOcclusionUpdateInterval=true
OcclusionUpdateInterval=0.25f
End Object
AmbientComponent=AmbientAkSoundComponent
Components.Add(AmbientAkSoundComponent)
//ImpactDecalMaterial=DecalMaterial'FX_Mat_Lib.FX_Puke_Mine_Splatter_DM'
ImpactDecalWidth=178.f
ImpactDecalHeight=178.f
ImpactDecalThickness=28.f
Begin Object Name=CollisionCylinder
CollisionRadius=10.f
CollisionHeight=10.f
CollideActors=true
//PhysMaterialOverride=PhysicalMaterial'WEP_Mine_Reconstructor_EMIT.BloatPukeMine_PM'
End Object
bCollideActors=true
bProjTarget=true
bCanBeDamaged=false
bCollideComplex=true
bNoEncroachCheck=true
bPushedByEncroachers=false
DampenFactor=0.125f
DampenFactorParallel=0.175f
LandedFXOffset=(X=0,Y=0,Z=2)
// Since we're still using an extent cylinder, we need a line at 0
ExtraLineCollisionOffsets.Add(())
// Explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=200
DamageRadius=200
DamageFalloffExponent=0.5f
DamageDelay=0.f
MyDamageType=class'KFDT_Toxic_HRG_Vampire_BloodBall'
//bIgnoreInstigator is set to true in PrepareExplosionTemplate
//Impulse applied to Zeds
MomentumTransferScale=45000
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Vampire_Arch.HRG_Vampire_BlobFireImpacts'
ExplosionSound=None
bAllowPerMaterialFX=true
//MomentumTransferScale=0
// Dynamic Light
ExploLight=none
// Camera Shake
CamShake=CameraShake'WEP_Mine_Reconstructor_Arch.Camera_Shake'
CamShakeInnerRadius=200
CamShakeOuterRadius=400
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
GlassShatterType=FMGS_ShatterAll
MaxExplodeTriggerHeightPerPercentage=22
MinExplodeTriggerHeightPerPercentage=11
MaxDamageRadiusPerPercentage=280 //340
MinDamageRadiusPerPercentage=130 //160
MaxDamagePerPercentage=200 //150
MinDamagePerPercentage=20 //15
MaxCollisionRadius=20
MinCollisionRadius=10
MaxCollisionHeight=20
MinCollisionHeight=10
bBlockedByInstigator=true
bNetTemporary=false
bSyncToOriginalLocation=true
bSyncToThirdPersonMuzzleLocation=true
bUseClientSideHitDetection=true
bUpdateSimulatedPosition=false
TouchTimeThreshhold=0.05
//EXPERIMENTAL FEATURES FOR DESING
bManuallyDetonated=false
bCantBeTouchedByInstigator=true
bCantDetonateOnFullHP=true
AssociatedPerkClass=class'KFPerk_FieldMedic'
}