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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_HansHEGrenade
//=============================================================================
// Hans' High Explosive Grenade projectile class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_HansHEGrenade extends KFProj_Grenade
hidedropdown;
simulated function PostBeginPlay()
{
super(KFProjectile).PostBeginPlay();
SpecialRandSpin(200000);
if( Role == ROLE_Authority )
{
SetTimer(FuseTime, false, 'ExplodeTimer');
}
}
/** Special random spin that gets the grenade flipping more end over end due to its shape */
simulated function SpecialRandSpin(float spinRate)
{
RotationRate.Yaw = (spinRate * 2 *FRand() - spinRate) * 0.05;
RotationRate.Pitch = -SpinRate;
RotationRate.Roll = (spinRate * 2 *FRand() - spinRate) * 0.05;
}
defaultproperties
{
LandedTranslationOffset=(X=-5)
ProjFlightTemplate=ParticleSystem'ZED_Hans_EMIT.FX_Grenade_Explosive_01'
ExplosionActorClass=class'KFExplosionActor'
FuseTime=3
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=95
DamageRadius=800
DamageFalloffExponent=2.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_HansHEGrenade'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HEGrenade_Explosion'
ExplosionSound=AkEvent'WW_ZED_Hans.ZED_Hans_SFX_Grenade_Frag'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
}