125 lines
3.9 KiB
Ucode
125 lines
3.9 KiB
Ucode
|
//=============================================================================
|
||
|
// KFProj_Rocket_Seeker6
|
||
|
//=============================================================================
|
||
|
// Seeker6 rocket launcher rocket
|
||
|
//=============================================================================
|
||
|
// Killing Floor 2
|
||
|
// Copyright (C) 2017 Tripwire Interactive LLC
|
||
|
// - Matt 'Squirrlz' Farber
|
||
|
//=============================================================================
|
||
|
class KFProj_Rocket_Seeker6 extends KFProj_BallisticExplosive
|
||
|
hidedropdown;
|
||
|
|
||
|
/** Our intended target actor */
|
||
|
var private KFPawn LockedTarget;
|
||
|
|
||
|
/** How much 'stickyness' when seeking toward our target. Determines how accurate rocket is */
|
||
|
var const float SeekStrength;
|
||
|
|
||
|
replication
|
||
|
{
|
||
|
if( bNetInitial )
|
||
|
LockedTarget;
|
||
|
}
|
||
|
|
||
|
function SetLockedTarget( KFPawn NewTarget )
|
||
|
{
|
||
|
LockedTarget = NewTarget;
|
||
|
}
|
||
|
|
||
|
simulated event Tick( float DeltaTime )
|
||
|
{
|
||
|
local vector TargetImpactPos, DirToTarget;
|
||
|
|
||
|
super.Tick( DeltaTime );
|
||
|
|
||
|
// Skip the first frame, then start seeking
|
||
|
if( !bHasExploded
|
||
|
&& LockedTarget != none
|
||
|
&& Physics == PHYS_Projectile
|
||
|
&& Velocity != vect(0,0,0)
|
||
|
&& LockedTarget.IsAliveAndWell()
|
||
|
&& `TimeSince(CreationTime) > 0.03f )
|
||
|
{
|
||
|
// Grab our desired relative impact location from the weapon class
|
||
|
TargetImpactPos = class'KFWeap_RocketLauncher_Seeker6'.static.GetLockedTargetLoc( LockedTarget );
|
||
|
|
||
|
// Seek towards target
|
||
|
Speed = VSize( Velocity );
|
||
|
DirToTarget = Normal( TargetImpactPos - Location );
|
||
|
Velocity = Normal( Velocity + (DirToTarget * (SeekStrength * DeltaTime)) ) * Speed;
|
||
|
|
||
|
// Aim rotation towards velocity every frame
|
||
|
SetRotation( rotator(Velocity) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
Physics=PHYS_Projectile
|
||
|
Speed=5000 //6000
|
||
|
MaxSpeed=5000 //6000
|
||
|
TossZ=0
|
||
|
GravityScale=1.0
|
||
|
MomentumTransfer=50000.0f
|
||
|
ArmDistSquared=110000.0f //20000.0f // 110000.0f // 4 meters 150000.0
|
||
|
|
||
|
SeekStrength=928000.0f // 128000.0f
|
||
|
|
||
|
bWarnAIWhenFired=true
|
||
|
|
||
|
ProjFlightTemplate=ParticleSystem'WEP_SeekerSix_EMIT.FX_SeekerSix_Projectile'
|
||
|
ProjFlightTemplateZedTime=ParticleSystem'WEP_SeekerSix_EMIT.FX_SeekerSix_Projectile_ZED_TIME'
|
||
|
ProjDudTemplate=ParticleSystem'WEP_SeekerSix_EMIT.FX_SeekerSix_Projectile_Dud'
|
||
|
GrenadeBounceEffectInfo=KFImpactEffectInfo'WEP_RPG7_ARCH.RPG7_Projectile_Impacts'
|
||
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
||
|
|
||
|
AmbientSoundPlayEvent=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Projectile'
|
||
|
AmbientSoundStopEvent=AkEvent'WW_WEP_Seeker_6.Stop_WEP_Seeker_6_Projectile'
|
||
|
|
||
|
AltExploEffects=KFImpactEffectInfo'WEP_SeekerSix_ARCH.FX_SeekerSix_Explosion_Concussive_force'
|
||
|
|
||
|
// Grenade explosion light
|
||
|
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=160 // 125
|
||
|
DamageRadius=350 //1000 //250 // 250
|
||
|
DamageFalloffExponent=2 //3
|
||
|
DamageDelay=0.f
|
||
|
|
||
|
// Damage Effects
|
||
|
MyDamageType=class'KFDT_Explosive_Seeker6'
|
||
|
KnockDownStrength=0
|
||
|
FractureMeshRadius=200.0
|
||
|
FracturePartVel=500.0
|
||
|
ExplosionEffects=KFImpactEffectInfo'WEP_SeekerSix_ARCH.FX_SeekerSix_Explosion'
|
||
|
ExplosionSound=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Explosion'
|
||
|
|
||
|
// Dynamic Light
|
||
|
ExploLight=ExplosionPointLight
|
||
|
ExploLightStartFadeOutTime=0.0
|
||
|
ExploLightFadeOutTime=0.2
|
||
|
|
||
|
// Camera Shake
|
||
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
||
|
CamShakeInnerRadius=0
|
||
|
CamShakeOuterRadius=500
|
||
|
CamShakeFalloff=3.f
|
||
|
bOrientCameraShakeTowardsEpicenter=true
|
||
|
End Object
|
||
|
ExplosionTemplate=ExploTemplate0
|
||
|
}
|