79 lines
2.3 KiB
Ucode
79 lines
2.3 KiB
Ucode
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//=============================================================================
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// KFProj_DynamiteGrenade
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//=============================================================================
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// Dynamite projectile class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - John "Ramm-Jaeger" Gibson and Jeff Robinson
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//=============================================================================
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class KFProj_DynamiteGrenade_Mini extends KFProj_DynamiteGrenade
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hidedropdown;
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defaultproperties
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{
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bWarnAIWhenFired=true
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LandedTranslationOffset=(X=-8)
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FuseTime=3.0
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DampenFactor=0.200000
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DampenFactorParallel=0.300000
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Speed=4000
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MaxSpeed=4000
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TerminalVelocity=4000
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TossZ=150
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ProjFlightTemplate = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile'
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ProjFlightTemplateZedTime = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile_ZEDTIME'
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ExplosionActorClass=class'KFExplosionActor'
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WeaponSelectTexture=Texture2D'wep_ui_dynamite_tex.UI_WeaponSelect_Dynamite'
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AltExploEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion_Concussive_Force'
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=150 //400
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DamageRadius=200 //900
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DamageFalloffExponent=2 //3
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_DynamiteGrenade'
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KnockDownStrength=0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_Explosion'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.2
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=100
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CamShakeOuterRadius=450
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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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// Temporary effect (5.14.14)
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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GlassShatterType=FMGS_ShatterNone
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FuseEvent=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_Fuse_LP'
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AssociatedPerkClass=class'KFPerk_Demolitionist'
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}
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