85 lines
2.5 KiB
Ucode
85 lines
2.5 KiB
Ucode
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//=============================================================================
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// KFProj_MolotovGrenade_mini
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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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// - Zane Gholson
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//=============================================================================
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class KFProj_MolotovGrenade_Mini extends KFProj_MolotovGrenade
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hidedropdown;
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/** Blow up on impact */
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simulated event HitWall(vector HitNormal, Actor Wall, PrimitiveComponent WallComp)
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{
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if( StaticMeshComponent(WallComp) != none && StaticMeshComponent(WallComp).CanBecomeDynamic() )
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{
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// pass through meshes that can move (like those little coffee tables in biotics)
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return;
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}
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Explode( Location, HitNormal );
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}
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defaultproperties
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{
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bWarnAIWhenFired=true
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FuseTime=10 // molotov should only explode on contact, but it's probably good to have a fallback
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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_molotov_tex.UI_WeaponSelect_MolotovCocktail'
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ResidualFlameProjClass=class'KFProj_MolotovSplash'
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NumResidualFlames=4
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=60 //60
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DamageRadius=250 //200
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MomentumTransferScale=0
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// Damage Effects
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MyDamageType=class'KFDT_Fire_MolotovGrenade'
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KnockDownStrength=0
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FractureMeshRadius=0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Explosion'
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// Dynamic Light
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ExploLight=FlamePointLight
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ExploLightStartFadeOutTime=0.4
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ExploLightFadeOutTime=0.2
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// Camera Shake
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CamShake=KFCameraShake'FX_CameraShake_Arch.Grenades.Molotov'
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CamShakeInnerRadius=125
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CamShakeOuterRadius=200
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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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// Temporary effect (5.14.14)
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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ThrowAkEvent=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Throw'
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AssociatedPerkClass=class'KFPerk_Firebug'
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}
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