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

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2021-06-02 20:06:18 +00:00
//=============================================================================
// KFProj_ThermiteSplash
//=============================================================================
// Projectile class for the thermite rocket launchers
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFProj_ThermiteSplash extends KFProj_MolotovSplash;
/*
simulated function Tick(float Delta)
{
super.Tick(Delta);
if (WorldInfo.NetMode != NM_Client && WorldInfo.NetMode != NM_Standalone)
{
return;
}
// Rotate towards velocity:
if (VSizeSq(Velocity) > 0)
{
SetRotation(rotator(Normal(Velocity)));
}
}
*/
defaultproperties
{
Physics=PHYS_Falling
bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly
// network
bNetTemporary=False
bAlwaysReplicateExplosion=true
AlwaysRelevantDistanceSquared=6250000 // 25m
// gameplay
bBlockedByInstigator=false
GlassShatterType=FMGS_ShatterNone
// audio
bStopAmbientSoundOnExplode=false
bAutoStartAmbientSound=true
bAmbientSoundZedTimeOnly=false
AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop'
AmbientSoundStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop'
Begin Object name=AmbientAkSoundComponent
bStopWhenOwnerDestroyed=true
bForceOcclusionUpdateInterval=true
OcclusionUpdateInterval=0.25;
End Object
AmbientComponent=AmbientAkSoundComponent
Components.Add(AmbientAkSoundComponent)
// light
Begin Object Name=FlamePointLight
LightColor=(R=245,G=190,B=140,A=255)
Brightness=2.f
Radius=300.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 Name=ExploTemplate0
Damage=10
DamageRadius=150
DamageFalloffExponent=1.f
DamageDelay=0.f
// Don't burn the guy that tossed it, it's just too much damage with multiple fires, its almost guaranteed to kill the guy that tossed it
bIgnoreInstigator=true
MomentumTransferScale=1
// Damage Effects
MyDamageType=class'KFDT_Fire_Ground_ThermiteBore'
KnockDownStrength=0
FractureMeshRadius=0
ExplosionEffects=KFImpactEffectInfo'wep_thermite_arch.Thermite_GroundFire'
bDirectionalExplosion=true
// Camera Shake
CamShake=none
// Dynamic Light
ExploLight=FlamePointLight
ExploLightStartFadeOutTime=4.2
ExploLightFadeOutTime=0.3
End Object
ExplosionTemplate=ExploTemplate0
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_01'
ExplosionActorClass=class'KFExplosion_Thermite'
AssociatedPerkClass=class'KFPerk_Firebug'
// Ground Fire Perk Skill Alternative FX
AltExploEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.GroundFire_Splash_Impacts'
}