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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_EvilDAR_Laser
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFProj_EvilDAR_Laser extends KFProjectile;
defaultproperties
{
Physics=PHYS_Projectile
Speed=3800 //1800
MaxSpeed=3800 //1800
//MyDamageType=class'KFDT_Explosive_FragGrenade'
ProjFlightTemplate=ParticleSystem'ZED_EvilDAR_EMIT.FX_EvilDar_Laser_Projectile'
ExplosionActorClass=class'KFExplosionActor'
bCollideComplex=true // Ignore simple collision on StaticMeshes, and collide per poly
bBlockedByInstigator=false
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=245,G=190,B=140,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
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=7
DamageRadius=75
DamageFalloffExponent=1.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_EvilDAR_Laser'
MomentumTransferScale=60.f //60000.
KnockDownStrength=100
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.EDar_Laser_Explosion'
ExplosionSound=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Laser_Impact'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.5
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball'
CamShakeInnerRadius=50
CamShakeOuterRadius=75
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
Begin Object Class=AkComponent name=AmbientAkSoundComponent
bStopWhenOwnerDestroyed=true
bForceOcclusionUpdateInterval=true
OcclusionUpdateInterval=0.1f
End Object
AmbientComponent=AmbientAkSoundComponent
Components.Add(AmbientAkSoundComponent)
bAutoStartAmbientSound=true
bStopAmbientSoundOnExplode=true
//AmbientSoundPlayEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_LP'
//AmbientSoundStopEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_LP_Stop'
}