76 lines
2.5 KiB
Ucode
76 lines
2.5 KiB
Ucode
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//=============================================================================
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// KFProj_EvilDAR_Rocket
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_EvilDAR_Rocket extends KFProjectile;
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defaultproperties
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{
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Physics=PHYS_Projectile
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Speed=1800 //6000
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MaxSpeed=3200 //6000
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ProjFlightTemplate=ParticleSystem'ZED_EvilDAR_EMIT.FX_EvilDar_RPG7_Projectile'
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ExplosionActorClass=class'KFExplosionActor'
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bCollideComplex=true // Ignore simple collision on StaticMeshes, and collide per poly
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bBlockedByInstigator=false
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=245,G=190,B=140,A=255)
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Brightness=4.f
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Radius=2000.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=False
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bCastPerObjectShadows=false
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=10
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DamageRadius=300
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_EvilDAR_Rocket'
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MomentumTransferScale=30000.f //60000
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KnockDownStrength=100
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskProjectile_Explosion'
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ExplosionSound=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Missle_Impact'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.5
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball'
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CamShakeInnerRadius=150
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CamShakeOuterRadius=325
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CamShakeFalloff=1.f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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Begin Object Class=AkComponent name=AmbientAkSoundComponent
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bStopWhenOwnerDestroyed=true
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bForceOcclusionUpdateInterval=true
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OcclusionUpdateInterval=0.1f
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End Object
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AmbientComponent=AmbientAkSoundComponent
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Components.Add(AmbientAkSoundComponent)
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AmbientSoundPlayEvent=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Missle_Passby'
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bAutoStartAmbientSound=true
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bStopAmbientSoundOnExplode=true
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}
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