585 lines
16 KiB
Ucode
585 lines
16 KiB
Ucode
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//=============================================================================
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// KFProj_Grenade_GravityImploderAlt
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_Grenade_GravityImploderAlt extends KFProj_BallisticExplosive
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hidedropdown;
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/** Factor added to the rolling speed of the ball when bouncing **/
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var(Projectile) float RollingFactor;
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/** Indicates that the ball hit the wall and is doing rolling animations **/
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var transient bool bIsRolling;
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/** Amount of roll stored for this cannonball **/
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var transient float CurrentRoll;
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var bool bHasAlreadyBounced;
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/** Collider **/
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var Object Collider;
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/** Time before starting the implosion effect **/
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var float PreparationTime;
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/** Vortex params. */
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var float VortexDuration;
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var float VortexTime;
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var float VortexRadius;
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var float VortexAbsorptionStrength;
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var float VortexElevationStrength;
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var bool bVortexReduceImpulseOnDist;
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var protected transient bool bFirstAbsorption;
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var protected transient vector VortexLocation;
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var protected vector VortexNormal;
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var protected KFImpactEffectInfo VortexImpactEffects;
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simulated state PreparingState
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{
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simulated function BeginState(Name PrevStateName)
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{
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super.BeginState(PrevStateName);
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SetTimer( PreparationTime, false, nameOf(Timer_Ready) );
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}
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simulated event Tick(float DeltaTime)
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{
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local vector RollDelta;
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local rotator NewRotation;
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// Let's roll (only in the client)
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if ( bIsRolling && WorldInfo.NetMode != NM_DedicatedServer && Physics != PHYS_None && (Velocity.X != 0 || Velocity.Y != 0) )
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{
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CurrentRoll -= (Abs(Velocity.X) + Abs(Velocity.Y)) * DeltaTime * RollingFactor;
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RollDelta = ((vect(1, 0 , 0) * (Velocity.X)) + (vect(0, 1, 0) * (Velocity.Y) ));
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NewRotation = Rotator(RollDelta);
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NewRotation.pitch += CurrentRoll;
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SetRotation(NewRotation);
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}
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Super.Tick(DeltaTime);
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}
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simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
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{
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VortexNormal = HitNormal;
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ProcessRebound(HitNormal, Wall, WallComp);
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if( !bDud && !bIsTimedExplosive )
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{
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Super.HitWall(HitNormal, Wall, WallComp);
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}
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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local bool bWantsClientSideDudHit;
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local float TraveledDistance;
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local Vector VNorm;
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//local int Index;
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// If we collided with a Siren shield, let the shield code handle touches
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if( Other.IsA('KFTrigger_SirenProjectileShield') )
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{
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return;
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}
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if ( !bCollideWithTeammates && Pawn(Other) != None )
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{
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// Don't hit teammates
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if( Other.GetTeamNum() == GetTeamNum() )
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{
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return;
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}
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}
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// Need to do client side dud hits if this is a client
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if( Instigator != none && Instigator.Role < ROLE_Authority )
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{
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bWantsClientSideDudHit = true;
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}
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TraveledDistance = (`TimeSince(CreationTime) * Speed);
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TraveledDistance *= TraveledDistance;
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if( (!bDud || ( bWantsClientSideDudHit && !bClientDudHit)) && ((TraveledDistance < ArmDistSquared) || bIsTimedExplosive || (OriginalLocation == vect(0,0,0) && ArmDistSquared > 0)))
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{
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// Don't touch the same actor multiple time's immediately after just
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// touching it if the TouchTimeThreshhold is set to greater than 0.
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// This was causing projectiles just to "stop" sometimes when hitting
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// dead/ragdolled pawns because it was counting as multiple penetrations
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if( LastTouched.Actor == Other && TouchTimeThreshhold > 0
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&& `TimeSince(LastTouched.Time) <= TouchTimeThreshhold )
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{
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return;
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}
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//TODO: Add an impact sound here
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SetIsDud(bWantsClientSideDudHit, HitNormal);
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if (Other != Instigator && !Other.bStatic && Other.GetTeamNum() != GetTeamNum() && !CheckRepeatingTouch(Other))
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{
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ProcessBulletTouch(Other, HitLocation, HitNormal);
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}
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// Reflect off Wall w/damping but allow penetration if the pawn is dead
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//if(KFPawn_Monster(Other) == None || KFPawn_Monster(Other).Health > 0)
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//{
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VNorm = (Velocity dot HitNormal) * HitNormal;
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Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
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Speed = VSize(Velocity);
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//}
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}
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else if (!bDud && !bIsTimedExplosive)
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{
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// Process impact hits
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if (Other != Instigator && !Other.bStatic)
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{
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// check/ignore repeat touch events
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if( !CheckRepeatingTouch(Other) && Other.GetTeamNum() != GetTeamNum())
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{
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ProcessBulletTouch(Other, HitLocation, HitNormal);
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}
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}
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if( WorldInfo.NetMode == NM_Standalone ||
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(WorldInfo.NetMode == NM_ListenServer && Instigator != none && Instigator.IsLocallyControlled()) )
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{
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Super.ProcessTouch( Other, HitLocation, HitNormal );
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return;
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}
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if( Owner != none && KFWeapon( Owner ) != none && Instigator != none )
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{
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if( Instigator.Role < ROLE_Authority && Instigator.IsLocallyControlled() )
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{
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KFWeapon(Owner).HandleClientProjectileExplosion(HitLocation, self);
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Super.ProcessTouch( Other, HitLocation, HitNormal );
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return;
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}
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}
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}
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}
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}
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simulated state WaitingToImplode
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{
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simulated function BeginState(Name PrevStateName)
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{
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super.BeginState(PrevStateName);
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}
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simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
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{
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if (HitNormal Dot vect(0,0,1) > 0.5f)
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{
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GotoState('ImplodingState');
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return;
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}
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ProcessRebound(HitNormal, Wall, WallComp);
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if(!bDud && !bIsTimedExplosive)
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{
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Super.HitWall(HitNormal, Wall, WallComp);
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}
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}
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simulated function Tick(float Delta)
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{
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if (vSize(Velocity) < 0.05f)
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{
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GotoState('ImplodingState');
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return;
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}
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super.Tick(Delta);
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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// Prevent default funcionality;
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super.ProcessTouch(Other, HitLocation, HitNormal);
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}
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}
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simulated state ImplodingState
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{
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simulated function BeginState(Name PrevStateName)
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{
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super.BeginState(PrevStateName);
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StopSimulating();
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AdjustVortexForPerk();
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if ( WorldInfo.NetMode != NM_Client )
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{
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Velocity=vect(0,0,0);
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Acceleration=vect(0,0,0);
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RotationRate=rot(0,0,0);
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GravityScale=0.0;
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bFirstAbsorption=true;
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VortexTime=0.0f;
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SetTimer(VortexDuration, false, nameOf(Detonation_Ready) );
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}
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VortexLocation = Location + vect(0,0,1) * 125;
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// Start VGC
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StartVortexVFX();
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}
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simulated function StartVortexVFX()
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{
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if(VortexImpactEffects != None)
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{
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if(VortexImpactEffects.DefaultImpactEffect.ParticleTemplate != None)
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{
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WorldInfo.MyEmitterPool.SpawnEmitter(VortexImpactEffects.DefaultImpactEffect.ParticleTemplate, VortexLocation, rotator(VortexNormal));
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}
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if(VortexImpactEffects.DefaultImpactEffect.Sound != None)
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{
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PlaySoundBase(VortexImpactEffects.DefaultImpactEffect.Sound, true,,, VortexLocation);
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}
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}
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}
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simulated function EndState(Name NextStateName)
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{
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super.EndState(NextStateName);
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}
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simulated event Tick(float DeltaTime)
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{
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Super.Tick(DeltaTime);
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// Avoids to be moved in case there's any force applied.
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SetLocation(VortexLocation);
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`if(`notdefined(ShippingPC))
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if( KFWeap_GravityImploder(Owner) != none && KFWeap_GravityImploder(Owner).bDebugDrawVortex)
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{
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DrawDebugSphere(Location, VortexRadius, 125, 0, 0, 255, false);
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}
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`endif
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if (WorldInfo.NetMode < NM_Client)
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{
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VortexTime += DeltaTime;
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AbsorbEnemies();
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bFirstAbsorption=false;
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}
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}
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function AdjustVortexForPerk()
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{
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local KFPlayerController KFPC;
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local KFPerk Perk;
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KFPC = KFPlayerController(InstigatorController);
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if( KFPC != none )
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{
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Perk = KFPC.GetPerk();
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if(Perk != none)
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{
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VortexRadius = default.VortexRadius * Perk.GetAoERadiusModifier();
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}
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}
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}
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simulated function AbsorbEnemies()
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{
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local Actor Victim;
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local TraceHitInfo HitInfo;
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local KFPawn KFP;
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local KFPawn_Monster KFPM;
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local float ColRadius, ColHeight;
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local float Dist;
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local vector Dir;
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local vector Momentum;
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local float MomentumModifier;
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foreach CollidingActors(class'Actor', Victim, VortexRadius, VortexLocation, true,, HitInfo)
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{
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KFP = KFPawn(Victim);
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KFPM = KFPawn_Monster(Victim);
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if (Victim != Self
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&& (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
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&& (NavigationPoint(Victim) == None)
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&& Victim != Instigator
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&& KFP != None
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&& KFPawn_Human(Victim) == none // No player's character
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&& (KFPM == none || VortexTime < VortexDuration*KFPM.GetVortexAttractionModifier()) )
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{
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KFP.GetBoundingCylinder(ColRadius, ColHeight);
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if (bFirstAbsorption)
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{
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Dir = vect(0,0,1);
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Momentum = Dir * VortexElevationStrength;
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}
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else
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{
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Dir = Normal(VortexLocation - KFP.Location);
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Dist = FMax(vSize(Dir) - ColRadius, 0.f);
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MomentumModifier = bVortexReduceImpulseOnDist ? (1.0f - Dist / VortexRadius) : 1.0f;
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Momentum = Dir * VortexAbsorptionStrength * MomentumModifier + vect(0,0,1) * (Dist/VortexRadius) * VortexAbsorptionStrength;
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}
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if(KFPM != none)
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{
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Momentum *= KFPM.GetVortexAttractionModifier();
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}
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KFP.AddVelocity( Momentum, KFP.Location - 0.5 * (ColHeight + ColRadius) * Dir, class 'KFDT_Explosive_GravityImploder');
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}
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}
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}
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}
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simulated state DetonatingState
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{
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simulated function BeginState(Name PrevStateName)
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{
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super.BeginState(PrevStateName);
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Detonate();
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}
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}
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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GotoState('PreparingState');
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}
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simulated function Timer_Ready()
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{
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// GotoState('ImplodingState');
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GotoState('WaitingToImplode');
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}
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simulated function Detonation_Ready()
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{
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GotoState('DetonatingState');
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}
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simulated function Detonate()
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{
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local vector ExplosionNormal, vExplosionOffset;
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// Check if the bomb should explode right now
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if (!bHasExploded && !bHasDisintegrated)
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{
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ExplosionNormal = vect(0,0,1) >> Rotation;
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vExplosionOffset.x = 0;
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vExplosionOffset.y = 0;
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vExplosionOffset.z = 10;
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SetLocation(VortexLocation + vExplosionOffset);
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CallExplode(VortexLocation, ExplosionNormal);
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}
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// If not, mark the bomb to explode as soon as it hits something
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else
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{
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bIsTimedExplosive = false;
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bNetDirty = true;
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}
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}
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simulated function SetIsDud(bool bWantsClientSideDudHit, vector HitNormal)
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{
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// This projectile doesn't dud.
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}
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simulated protected function StopSimulating()
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{
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Velocity = vect(0,0,0);
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Acceleration = vect(0,0,0);
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RotationRate = rot(0,0,0);
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SetCollision(FALSE, FALSE);
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StopFlightEffects();
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bRotationFollowsVelocity = FALSE;
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}
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simulated function ProcessRebound(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
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{
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local Vector VNorm;
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local rotator NewRotation;
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local Vector Offset;
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local bool bWantsClientSideDudHit;
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local TraceHitInfo HitInfo;
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local float TraveledDistance;
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bIsRolling = true;
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// Need to do client side dud hits if this is a client
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if( Instigator != none && Instigator.Role < ROLE_Authority )
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{
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bWantsClientSideDudHit = true;
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}
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TraveledDistance = (`TimeSince(CreationTime) * Speed);
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TraveledDistance *= TraveledDistance;
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// Bounce off the wall and cause the shell to dud if we hit too close
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if( bDud || ((TraveledDistance < ArmDistSquared) || bIsTimedExplosive || (OriginalLocation == vect(0,0,0) && ArmDistSquared > 0)))
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{
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// Reflect off Wall w/damping
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VNorm = (Velocity dot HitNormal) * HitNormal;
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Velocity = -VNorm * WallHitDampenFactor + (Velocity - VNorm) * WallHitDampenFactorParallel;
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Speed = VSize(Velocity);
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if( (!bDud || ( bWantsClientSideDudHit && !bClientDudHit)) )
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{
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SetIsDud(bWantsClientSideDudHit, HitNormal);
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}
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if ( WorldInfo.NetMode != NM_DedicatedServer && Pawn(Wall) == none && bHasAlreadyBounced == false )
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{
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// do the impact effects
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bHasAlreadyBounced = true;
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`ImpactEffectManager.PlayImpactEffects(Location, Instigator, HitNormal, GrenadeBounceEffectInfo, true );
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}
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// if we hit a pawn or we are moving too slowly stop moving and lay down flat
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if ( Speed < MinSpeedBeforeStop )
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{
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ImpactedActor = Wall;
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SetPhysics(PHYS_None);
|
||
|
if( ProjEffects != none )
|
||
|
{
|
||
|
ProjEffects.SetTranslation(LandedTranslationOffset);
|
||
|
}
|
||
|
|
||
|
// Position the shell on the ground
|
||
|
RotationRate.Yaw = 0;
|
||
|
RotationRate.Pitch = 0;
|
||
|
RotationRate.Roll = 0;
|
||
|
NewRotation = Rotation;
|
||
|
NewRotation.Pitch = 0;
|
||
|
if(ResetRotationOnStop)
|
||
|
{
|
||
|
SetRotation(NewRotation);
|
||
|
}
|
||
|
Offset.Z = LandedTranslationOffset.X;
|
||
|
SetLocation(Location + Offset);
|
||
|
}
|
||
|
|
||
|
if( !Wall.bStatic && Wall.bCanBeDamaged && (DamageRadius == 0 || bDamageDestructiblesOnTouch) && !CheckRepeatingTouch(Wall) )
|
||
|
{
|
||
|
HitInfo.HitComponent = WallComp;
|
||
|
HitInfo.Item = INDEX_None;
|
||
|
Wall.TakeDamage( Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType, HitInfo, self);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
TouchTimeThreshhold = 60.0f
|
||
|
Physics=PHYS_Falling
|
||
|
Speed=3200
|
||
|
MaxSpeed=3200
|
||
|
TerminalVelocity=3200
|
||
|
GravityScale=1.0
|
||
|
MomentumTransfer=100000
|
||
|
LifeSpan=0.f
|
||
|
bWarnAIWhenFired=true
|
||
|
RollingFactor=1100
|
||
|
MinSpeedBeforeStop=5
|
||
|
ResetRotationOnStop=false
|
||
|
|
||
|
// Rolling and dampen values
|
||
|
DampenFactor=0.1
|
||
|
DampenFactorParallel=0
|
||
|
WallHitDampenFactor=0.4 //0.5
|
||
|
WallHitDampenFactorParallel=0.4 //0.5
|
||
|
|
||
|
bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly
|
||
|
bUseClientSideHitDetection=true
|
||
|
bNoReplicationToInstigator=false
|
||
|
bAlwaysReplicateExplosion=true;
|
||
|
bUpdateSimulatedPosition=true
|
||
|
|
||
|
Begin Object Name=CollisionCylinder
|
||
|
CollisionRadius=0.f
|
||
|
CollisionHeight=0.f
|
||
|
BlockNonZeroExtent=false
|
||
|
End Object
|
||
|
|
||
|
ExplosionActorClass=class'KFExplosionActor'
|
||
|
|
||
|
ProjFlightTemplate=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Blue_Projectile'
|
||
|
ProjFlightTemplateZedTime=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Blue_Projectile_ZEDTIME'
|
||
|
|
||
|
GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts'
|
||
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
||
|
AltExploEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Blue_Explosion_Concussive_Force'
|
||
|
|
||
|
// Grenade explosion light
|
||
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
||
|
LightColor=(R=0,G=50,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=1
|
||
|
DamageRadius=450 //600
|
||
|
DamageFalloffExponent=0.f //2
|
||
|
DamageDelay=0.f
|
||
|
MomentumTransferScale=10000
|
||
|
|
||
|
// Damage Effects
|
||
|
MyDamageType=class'KFDT_Explosive_GravityImploderWave'
|
||
|
KnockDownStrength=150
|
||
|
FractureMeshRadius=200.0
|
||
|
FracturePartVel=500.0
|
||
|
ExplosionEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Blue_Explosion'
|
||
|
ExplosionSound=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Grenade_Blue_Explosion'
|
||
|
|
||
|
// Dynamic Light
|
||
|
ExploLight=ExplosionPointLight
|
||
|
ExploLightStartFadeOutTime=0.0
|
||
|
ExploLightFadeOutTime=0.2
|
||
|
|
||
|
// Camera Shake
|
||
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
||
|
CamShakeInnerRadius=200
|
||
|
CamShakeOuterRadius=900
|
||
|
CamShakeFalloff=1.5f
|
||
|
bOrientCameraShakeTowardsEpicenter=true
|
||
|
bIgnoreInstigator=false
|
||
|
|
||
|
End Object
|
||
|
ExplosionTemplate=ExploTemplate0
|
||
|
|
||
|
bIsTimedExplosive=true;
|
||
|
PreparationTime=0.8 //1.0
|
||
|
|
||
|
VortexDuration=0.5 //0.7
|
||
|
VortexRadius=500 //650
|
||
|
VortexAbsorptionStrength=120 //100
|
||
|
VortexElevationStrength=700
|
||
|
bVortexReduceImpulseOnDist=false
|
||
|
bFirstAbsorption=true
|
||
|
VortexImpactEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Blue_Attract'
|
||
|
}
|