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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_FragGrenade
//=============================================================================
// Frag Grenade projectile class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_FragGrenade_Mini extends KFProj_FragGrenade
hidedropdown;
//==============
// Touching
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
if (Other != Instigator && !Other.bWorldGeometry)
{
// Don't hit teammates
if (Other.GetTeamNum() == GetTeamNum())
{
return;
}
if (!bHasExploded && !bHasDisintegrated)
{
GetExplodeEffectLocation(HitLocation, HitNormal, Other);
TriggerExplosion(HitLocation, HitNormal, Other);
}
}
super.ProcessTouch(Other, HitLocation, HitNormal);
}
defaultproperties
{
bWarnAIWhenFired=true
LandedTranslationOffset=(X=2)
Speed=4000
MaxSpeed=4000
TerminalVelocity=4000
TossZ=150
ProjFlightTemplate = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile'
ProjFlightTemplateZedTime = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile_ZEDTIME'
ExplosionActorClass=class'KFExplosionActor'
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Grenade'
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=100 //225
DamageRadius=450 //800
DamageFalloffExponent=1.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_FragGrenade'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.FragGrenade_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=100
CamShakeOuterRadius=450
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
// Shards
ShardClass=class'KFProj_GrenadeShard'
NumShards=10
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
AssociatedPerkClass=class'KFPerk_Support'
}