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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_MolotovGrenade_mini
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
// - Zane Gholson
//=============================================================================
class KFProj_MolotovGrenade_Mini extends KFProj_MolotovGrenade
hidedropdown;
/** Blow up on impact */
simulated event HitWall(vector HitNormal, Actor Wall, PrimitiveComponent WallComp)
{
if( StaticMeshComponent(WallComp) != none && StaticMeshComponent(WallComp).CanBecomeDynamic() )
{
// pass through meshes that can move (like those little coffee tables in biotics)
return;
}
Explode( Location, HitNormal );
}
defaultproperties
{
bWarnAIWhenFired=true
FuseTime=10 // molotov should only explode on contact, but it's probably good to have a fallback
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'wep_ui_molotov_tex.UI_WeaponSelect_MolotovCocktail'
ResidualFlameProjClass=class'KFProj_MolotovSplash'
NumResidualFlames=4
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=60 //60
DamageRadius=250 //200
DamageFalloffExponent=1.f
DamageDelay=0.f
MomentumTransferScale=0
// Damage Effects
MyDamageType=class'KFDT_Fire_MolotovGrenade'
KnockDownStrength=0
FractureMeshRadius=0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Explosion'
// Dynamic Light
ExploLight=FlamePointLight
ExploLightStartFadeOutTime=0.4
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=KFCameraShake'FX_CameraShake_Arch.Grenades.Molotov'
CamShakeInnerRadius=125
CamShakeOuterRadius=200
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
ThrowAkEvent=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Throw'
AssociatedPerkClass=class'KFPerk_Firebug'
}