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

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//=============================================================================
// KFProj_BrokenFlare_HRGScorcher
//=============================================================================
// Shotgun pellet class for the HRG Scorcher
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
// Roberto Moreno (Saber Interactive)
//=============================================================================
class KFProj_BrokenFlare_HRGScorcher extends KFProjectile
hidedropdown;
/** Speed when residual flames are dropped during projectile flight */
var vector SpeedDirectionResidualFlames;
/** Amount of residual flames to drop during flight
* This is the max number, if the projectile is interrupted before reaching the max, the left residual numbers will NOT be spawned.
* This value can NOT be 0 or 1.
*/
var int AmountResidualFlamesDuringFlight;
/** Time delay until starting to drop residual flames during flight (should NOT be greater than Lifespan)*/
var float TimeDelayStartDroppingResidualFlames;
/** Class for spawning residual flames **/
var class<KFProjectile> ResidualFlameProjClass;
/** Number of lingering flames to spawn when projectile hits environment or a pawn before reaching max
* Note: one flame will always spawn in the place or pawn hit.
*/
var() int AmountResidualFlamesInExplosion;
/** Magnitude to multiply velocity computed for residual flames in explosion */
var float MagnitudeVelocityResidualFlamesInExplosion;
/** Offset added to the final velocity computed for residual flames in explosion */
var vector OffsetVelocityResidualFlamesInExplosion;
/** (Computed) Last Velocity from Explode() */
var vector LastVelocity;
/** (Computed) Time between residual flames drops */
var float IntervalDroppingResidualFlames;
/** Same as Lifespan (but using TimeAlive we assure projectile follows same flow as an explosion) */
var float TimeAlive;
simulated protected function StopSimulating()
{
if (Instigator != none && Instigator.Role == ROLE_Authority)
{
ClearTimer(nameof(Timer_SpawningResidualFlamesDuringFlight));
ClearTimer(nameof(Timer_StartSpawningResidualFlamesDuringFlight));
}
ClearTimer(nameof(Timer_Shutdown));
super.StopSimulating();
}
simulated function PostBeginPlay()
{
//Subtract a bit (0.005) from TimeAlive to not match last cycle of the timer with time the projectile has to disappear (causing last flame not to drop then)
//Subtract 1 from AmountResidualFlamesDuringFlight because the first flame will be spawned manually at the start of the timer.
IntervalDroppingResidualFlames=((TimeAlive - 0.005) - TimeDelayStartDroppingResidualFlames)/(AmountResidualFlamesDuringFlight - 1);
if (Instigator != none && Instigator.Role == ROLE_Authority)
{
SetTimer(TimeDelayStartDroppingResidualFlames, false, nameof(Timer_StartSpawningResidualFlamesDuringFlight));
}
SetTimer(TimeAlive, false, nameof(Timer_Shutdown));
super.PostBeginPlay();
}
simulated function Init(vector Direction)
{
super.Init(Direction);
SpeedDirectionResidualFlames = Velocity/5;
}
/** Timer to spawn residual flames while projectile is flying */
simulated function Timer_SpawningResidualFlamesDuringFlight()
{
SpawnResidualFlame(ResidualFlameProjClass, Location, SpeedDirectionResidualFlames);
}
/** Timer to act as offset to start spawning residual flames during flight (in order to avoid dropping flames to close to player) */
simulated function Timer_StartSpawningResidualFlamesDuringFlight()
{
SpawnResidualFlame(ResidualFlameProjClass, Location, SpeedDirectionResidualFlames);
SetTimer(IntervalDroppingResidualFlames, true, nameof(Timer_SpawningResidualFlamesDuringFlight));
}
/** Timer until calling Shutdown */
simulated function Timer_Shutdown()
{
Shutdown();
}
/** Spawn several projectiles that explode and linger on impact */
function SpawnResidualFlames (vector HitLocation, vector HitNormal, vector HitVelocity)
{
local int i;
local vector HitVelDir;
local float HitVelMag;
local vector SpawnLoc, SpawnVel;
HitVelMag = VSize (HitVelocity)*MagnitudeVelocityResidualFlamesInExplosion;
HitVelDir = Normal (HitVelocity);
SpawnLoc = HitLocation + (HitNormal * 10.f);
// spawn random lingering fires (rather, projectiles that cause little fires)
for( i = 0; i < AmountResidualFlamesInExplosion; ++i )
{
SpawnVel = CalculateResidualFlameVelocity( HitNormal, HitVelDir, HitVelMag );
SpawnVel = SpawnVel + OffsetVelocityResidualFlamesInExplosion;
SpawnResidualFlame( ResidualFlameProjClass, SpawnLoc, SpawnVel );
}
}
/** Spawn several projectiles that explode and linger on impact on explosion and one projectile to explode where this projectile hit */
simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor)
{
local bool bDoExplosion;
if (bHasDisintegrated)
{
return;
}
bDoExplosion = !bHasExploded && Instigator.Role == ROLE_Authority;
if (bDoExplosion)
{
SpawnResidualFlames (HitLocation, HitNormal, LastVelocity);
SpawnResidualFlame (ResidualFlameProjClass, Location, LastVelocity);
}
super.TriggerExplosion(HitLocation, HitNormal, HitActor);
}
simulated function Explode (vector HitLocation, vector HitNormal)
{
LastVelocity = Velocity;
super.Explode (HitLocation, HitNormal);
}
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
ProcessBulletTouch(Other, HitLocation, HitNormal);
super.ProcessTouch(Other, HitLocation, HitNormal);
}
simulated function SpawnFlightEffects()
{
super.SpawnFlightEffects();
if (ProjEffects != None)
{
ProjEffects.SetFloatParameter( 'FlareLifetime', LifeSpan );
}
}
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simulated function SyncOriginalLocation()
{
local Actor HitActor;
local vector HitLocation, HitNormal;
local TraceHitInfo HitInfo;
if (Role < ROLE_Authority && Instigator != none && Instigator.IsLocallyControlled())
{
HitActor = Trace(HitLocation, HitNormal, OriginalLocation, Location,,, HitInfo, TRACEFLAG_Bullet);
if (HitActor != none)
{
Explode(HitLocation, HitNormal);
}
}
Super.SyncOriginalLocation();
}
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defaultproperties
{
Physics=PHYS_Falling
MaxSpeed=7000.0
Speed=3000.0 //7000.0
TerminalVelocity=7000.0
bWarnAIWhenFired=true
bCollideActors=true
bCollideComplex=true
DamageRadius=0
GravityScale=0.4 //0.5 //1.0
TossZ=0
TimeDelayStartDroppingResidualFlames=0.005 //0.05
TimeAlive=0.5//0.6 //0.2
ProjEffectsFadeOutDuration=5.0
AmountResidualFlamesDuringFlight=8 //10
SpeedDirectionResidualFlames=(X=0, Y=0, Z=0)
AmountResidualFlamesInExplosion=3
MagnitudeVelocityResidualFlamesInExplosion=0.5
OffsetVelocityResidualFlamesInExplosion=(X=0, Y=0, Z=200)
bNoReplicationToInstigator=false
Begin Object Class=PointLightComponent Name=PointLight0
//LightColor=(R=252,G=218,B=171,A=255)
LightColor=(R=250,G=25,B=80,A=255)
Brightness=0.5f
Radius=500.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=true
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
ProjFlightLight=PointLight0
ResidualFlameProjClass=class'KFProj_BrokenFlare_HRGScorcherSplash'
//ProjFlightTemplateZedTime=ParticleSystem'WEP_DragonsBreath_EMIT.Tracer.FX_DragonsBreath_Tracer_ZEDTime'
ProjFlightTemplate=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_HRGScorcher_Projectile_01_ALT'
AssociatedPerkClass=class'KFPerk_Firebug'
// Light during explosion
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=4.f
Radius=2000.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// Explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=0
DamageRadius=500
DamageFalloffExponent=1.f
DamageDelay=0.f
bIgnoreInstigator=false
MomentumTransferScale=0
// Damage Effects
MyDamageType=class'KFDT_Fire_HRGScorcherDoT'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_HRGScorcher_Pistol_ARCH.HRGScorcher_Pistol_Grenade_Explosion'
ExplosionSound=AkEvent'WW_WEP_HRG_Scorcher.Play_WEP_HRG_Scorcher_AltFire_Explosion'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=200
CamShakeOuterRadius=900
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
ExplosionActorClass=class'KFExplosionActor'
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bDamageDestructiblesOnTouch=true
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}