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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_EMPGrenade
//=============================================================================
// EMP Grenade projectile class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_EMPGrenade extends KFProj_Grenade
hidedropdown;
simulated function PostBeginPlay()
{
super.PostBeginPlay();
// fuze starts at rest
ClearTimer(nameof(ExplodeTimer));
}
simulated event GrenadeIsAtRest()
{
super.GrenadeIsAtRest();
if (Role == ROLE_Authority)
{
SetTimer(FuseTime, false, 'ExplodeTimer');
}
}
defaultproperties
{
LandedTranslationOffset=(X=2)
FuseTime=0.25 //0.5
ProjFlightTemplate=ParticleSystem'WEP_3P_EMP_EMIT.FX_EMP_Grenade_Mesh'
ExplosionActorClass=class'KFExplosionActor'
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_EMPGrenade'
// Grenade explosion light
Begin Object Name=ExplosionPointLight
LightColor=(R=128,G=200,B=255,A=255)
Brightness=4.f
Radius=1500.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=True
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=25 //100
DamageRadius=700 //600
DamageFalloffExponent=1 //2
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_EMP_EMPGrenade'
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.EMPGrenade_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_EMP.Play_WEP_EXP_Grenade_EMP_Explosion'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.5
ExploLightFadeOutTime=0.25
ExploLightFlickerIntensity=5.f
ExploLightFlickerInterpSpeed=15.f
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=200
CamShakeOuterRadius=900
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
AssociatedPerkClass=class'KFPerk_Berserker'
}