199 lines
7.6 KiB
Ucode
199 lines
7.6 KiB
Ucode
|
/**
|
||
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
*/
|
||
|
class GameExplosion extends Object
|
||
|
native
|
||
|
editinlinenew;
|
||
|
|
||
|
//
|
||
|
// Gameplay parameters
|
||
|
//
|
||
|
|
||
|
/**
|
||
|
* If TRUE, this will be a "directional" explosion, meaning that all radial effects will be applied only
|
||
|
* within DirectionalExplosionAngleDeg degrees of the blast's facing direction (which should be supplied via Explode()).
|
||
|
*/
|
||
|
var() bool bDirectionalExplosion;
|
||
|
/** Half-angle, in degrees, of the cone that defines the effective area of a directional explosion. */
|
||
|
var() float DirectionalExplosionAngleDeg;
|
||
|
|
||
|
/** Delay before applying damage after spawning FX, 0.f == no delay */
|
||
|
var() float DamageDelay;
|
||
|
/** Amount of damage done at the epicenter. */
|
||
|
var() float Damage;
|
||
|
/** Damage range. */
|
||
|
var() float DamageRadius;
|
||
|
/** Defines how damage falls off. High numbers cause faster falloff, lower (closer to zero) cause slower falloff. 1 is linear. */
|
||
|
var() float DamageFalloffExponent;
|
||
|
/** Optional actor that does not receive any radial damage, to be specified at runtime */
|
||
|
var transient Actor ActorToIgnoreForDamage;
|
||
|
/** If set, ignore instigator when doing damage/effects. Can be set in addition to above */
|
||
|
var transient bool bIgnoreInstigator;
|
||
|
|
||
|
`if(`__TW_)
|
||
|
/** The actor class to ignore for damage from this explosion **/
|
||
|
var() class<Actor> ActorClassToIgnoreForDamage<AllowAbstract>;
|
||
|
`else
|
||
|
/** The actor class to ignore for damage from this explosion **/
|
||
|
var() class<Actor> ActorClassToIgnoreForDamage;
|
||
|
`endif
|
||
|
|
||
|
/** The actor class to ignore for knockdowns and cringes from this explosion **/
|
||
|
var() class<Actor> ActorClassToIgnoreForKnockdownsAndCringes;
|
||
|
|
||
|
/** True to allow teammates to cringe, regardless of friendly fire setting. */
|
||
|
var() bool bAllowTeammateCringes;
|
||
|
|
||
|
/** Unused? Option to force full damage to the attachee actor. */
|
||
|
var transient bool bFullDamageToAttachee;
|
||
|
|
||
|
/** What damagetype to use */
|
||
|
var() class<DamageType> MyDamageType<AllowAbstract>;
|
||
|
|
||
|
/** radius at which people will be knocked down/ragdolled by the projectile's explosion **/
|
||
|
var() float KnockDownRadius;
|
||
|
/** @fixme, base this on MomentumTransferScale? */
|
||
|
var() float KnockDownStrength;
|
||
|
|
||
|
|
||
|
/** radius at which people will cringe from the explosion **/
|
||
|
var() float CringeRadius;
|
||
|
/** duration of the cringe. X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe. */
|
||
|
var() vector2d CringeDuration;
|
||
|
|
||
|
/** Percentage of damagetype's momentum to apply. */
|
||
|
var() float MomentumTransferScale;
|
||
|
|
||
|
/** Whether or not we should attach something to the attachee **/
|
||
|
var() bool bAttachExplosionEmitterToAttachee;
|
||
|
|
||
|
|
||
|
//
|
||
|
// Particle effect parameters
|
||
|
//
|
||
|
|
||
|
/** Which particle effect to play. */
|
||
|
var() ParticleSystem ParticleEmitterTemplate;
|
||
|
/** Scalar for increasing/decreasing explosion effect size. */
|
||
|
var() float ExplosionEmitterScale;
|
||
|
|
||
|
|
||
|
/** Track if we've hit an actor, used to handle cases such as kidnapper protected from hostage damage */
|
||
|
var Actor HitActor;
|
||
|
|
||
|
/** We need the hit location and hit normal so we can trace down to the actor to apply the decal (e.g. hitting wall or floor) **/
|
||
|
var vector HitLocation;
|
||
|
var vector HitNormal;
|
||
|
|
||
|
//
|
||
|
// Audio parameters
|
||
|
//
|
||
|
|
||
|
`if(`__TW_WWISE_)
|
||
|
/** Audio to play at explosion time. */
|
||
|
var() AkBaseSoundObject ExplosionSound;
|
||
|
/** Audio to play at explosion time if at least one pawn got hurt. Does not work for delayed damage. As we typically don't want to delay the explosion sound. */
|
||
|
var() AkBaseSoundObject ExplosionSoundHurtSomeone;
|
||
|
`else
|
||
|
/** Audio to play at explosion time. */
|
||
|
var() SoundCue ExplosionSound;
|
||
|
/** Audio to play at explosion time if at least one pawn got hurt. Does not work for delayed damage. As we typically don't want to delay the explosion sound. */
|
||
|
var() SoundCue ExplosionSoundHurtSomeone;
|
||
|
`endif
|
||
|
|
||
|
//
|
||
|
// Dynamic light parameters
|
||
|
//
|
||
|
|
||
|
/** Defines the dynamic light cast by the explosion */
|
||
|
var() PointLightComponent ExploLight;
|
||
|
/** Dynamic Light fade out time, in seconds */
|
||
|
var() float ExploLightFadeOutTime;
|
||
|
`if(`__TW_)
|
||
|
/** Dynamic Light start fade out time, in seconds */
|
||
|
var() float ExploLightStartFadeOutTime;
|
||
|
/** Intensity of the light flicker */
|
||
|
var() float ExploLightFlickerIntensity;
|
||
|
/** How quickly the light will flicker */
|
||
|
var() float ExploLightFlickerInterpSpeed;
|
||
|
`endif // __TW_
|
||
|
|
||
|
/** If true, will perform an EffectIsRelevant check before spawning the radial blur */
|
||
|
var() bool bPerformRadialBlurRelevanceCheck;
|
||
|
/** Defines the blurred region for the explosion */
|
||
|
var() RadialBlurComponent ExploRadialBlur;
|
||
|
/** Radial blur fade out time, in seconds */
|
||
|
var() float ExploRadialBlurFadeOutTime;
|
||
|
/** Radial blur max blur amount */
|
||
|
var() float ExploRadialBlurMaxBlur;
|
||
|
|
||
|
//
|
||
|
// Fractured mesh parameters
|
||
|
//
|
||
|
|
||
|
/** Controls if this explosion will cause fracturing */
|
||
|
var() bool bCausesFracture;
|
||
|
/** How far away from explosion we break bits off */
|
||
|
var() float FractureMeshRadius;
|
||
|
/** How hard to throw broken off pieces */
|
||
|
var() float FracturePartVel;
|
||
|
|
||
|
/** If true, attempt to get effect information from the physical material system. If false or a physicalmaterial is unavailable, just use the information above. */
|
||
|
var() bool bAllowPerMaterialFX;
|
||
|
|
||
|
/** So for tagged grenades we need override the particle system but still want material based decals and such. **/
|
||
|
var() bool bParticleSystemIsBeingOverriddenDontUsePhysMatVersion;
|
||
|
|
||
|
/** If true, the PhysMat's default particle system will not override the one already set in the explosion **/
|
||
|
var() bool bSkipDefaultPhysMatParticleSystem;
|
||
|
|
||
|
/** This tells the explosion to look in the Map's MapSpecific info **/
|
||
|
var() bool bUseMapSpecificValues;
|
||
|
|
||
|
var() bool bUseOverlapCheck;
|
||
|
|
||
|
//
|
||
|
// Camera parameters
|
||
|
//
|
||
|
|
||
|
/** TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored. */
|
||
|
var() bool bOrientCameraShakeTowardsEpicenter;
|
||
|
/** Shake to play when source is in front of the camera, or when directional variants are unspecified. */
|
||
|
var() editinline CameraShake CamShake;
|
||
|
/** Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead. */
|
||
|
var() editinline CameraShake CamShake_Left;
|
||
|
/** Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead. */
|
||
|
var() editinline CameraShake CamShake_Right;
|
||
|
/** Anim to play when the source event is behind of the camera. If None, CamShake will be used instead. */
|
||
|
var() editinline CameraShake CamShake_Rear;
|
||
|
|
||
|
/** Radius within which to play full-powered camera shake (will be scaled within radius) */
|
||
|
var() float CamShakeInnerRadius;
|
||
|
/** Between inner and outer radii, scale shake from full to zero */
|
||
|
var() float CamShakeOuterRadius;
|
||
|
/** Exponent for intensity falloff between inner and outer radii. */
|
||
|
var() float CamShakeFalloff;
|
||
|
|
||
|
/** TRUE to attempt to automatically do force feedback to match the camera shake */
|
||
|
var() bool bAutoControllerVibration;
|
||
|
|
||
|
|
||
|
/** Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too! **/
|
||
|
var() class<EmitterCameraLensEffectBase> CameraLensEffect;
|
||
|
/** This is the radius to play the camera effect on **/
|
||
|
var() float CameraLensEffectRadius;
|
||
|
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
ExplosionEmitterScale=1.f
|
||
|
MomentumTransferScale=1.f
|
||
|
bCausesFracture=TRUE
|
||
|
bPerformRadialBlurRelevanceCheck=false
|
||
|
ExploRadialBlurMaxBlur=2.0
|
||
|
CringeDuration=(X=-1.f,Y=-1.f)
|
||
|
|
||
|
CamShakeFalloff=2.f
|
||
|
bAutoControllerVibration=true
|
||
|
}
|