2021-09-02 21:46:08 +00:00
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//=============================================================================
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// KFProj_Bullet_HRG_Boomy
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//=============================================================================
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// Class Description
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_Bullet_HRG_Boomy extends KFProj_BallisticExplosive
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hidedropdown;
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simulated protected function PrepareExplosionTemplate()
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{
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super.PrepareExplosionTemplate();
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/** Since bIgnoreInstigator is transient, its value must be defined here */
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ExplosionTemplate.bIgnoreInstigator = true;
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}
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defaultproperties
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{
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MaxSpeed=22500.0
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Speed=22500.0
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DamageRadius=0
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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// ProjFlightTemplate=ParticleSystem'WEP_HRG_Boomy_EMIT.FX_Boomy_Tracer_ZEDTime'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Boomy_EMIT.FX_Boomy_Tracer_ZEDTime'
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// Grenade explosion light
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=252,G=218,B=171,A=255)
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Brightness=0.5f
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Radius=400.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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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=35 //30
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2021-11-16 17:03:42 +00:00
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DamageRadius=200 //150 //120
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2021-09-02 21:46:08 +00:00
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MomentumTransferScale=10000
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_HRG_Boomy'
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KnockDownStrength=150
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionSound=AkEvent'ww_wep_hrg_boomy.Play_WEP_HRG_Boomy_ProjExplosion'
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ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Boomy_ARCH.WEB_HRG_Boomy_Impacts'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.3
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bIgnoreInstigator=true
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
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CamShakeInnerRadius=0
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CamShakeOuterRadius=300
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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}
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