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

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2021-09-02 21:46:08 +00:00
//=============================================================================
// KFProj_Bullet_HRG_Boomy
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFProj_Bullet_HRG_Boomy extends KFProj_BallisticExplosive
hidedropdown;
simulated protected function PrepareExplosionTemplate()
{
super.PrepareExplosionTemplate();
/** Since bIgnoreInstigator is transient, its value must be defined here */
ExplosionTemplate.bIgnoreInstigator = true;
}
defaultproperties
{
MaxSpeed=22500.0
Speed=22500.0
DamageRadius=0
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
// ProjFlightTemplate=ParticleSystem'WEP_HRG_Boomy_EMIT.FX_Boomy_Tracer_ZEDTime'
ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Boomy_EMIT.FX_Boomy_Tracer_ZEDTime'
// Grenade explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=0.5f
Radius=400.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=35 //30
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DamageRadius=200 //150 //120
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DamageFalloffExponent=1.f
DamageDelay=0.f
MomentumTransferScale=10000
// Damage Effects
MyDamageType=class'KFDT_Explosive_HRG_Boomy'
KnockDownStrength=150
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionSound=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_ProjExplosion'
ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Boomy_ARCH.WEB_HRG_Boomy_Impacts'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.3
bIgnoreInstigator=true
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=0
CamShakeOuterRadius=300
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
}