//============================================================================= // KFProj_BloatPukeMine //============================================================================= // Projectile class for bloat puke mine //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFProj_BloatPukeMine extends KFProjectile; /** Steepest a slope can be for the mine to stick */ const MINMINEFLOORZ = 0.8f; /** Ground FX template */ var ParticleSystem GroundFXTemplate; /** Burst FX template */ var ParticleSystem BurstFXTemplate; /** Cached team number, because players can switch teams */ var byte TeamNum; /** How much damage the mine can take before exploding */ var int Health; /** Dampen amount for every bounce */ var float DampenFactor; /** Dampen amount for parallel angle to velocity */ var float DampenFactorParallel; /** How much to offset the mine when spawning inside of collision */ var float SpawnCollisionOffsetAmt; /** Vector to offset the ground FX particle system by when landing */ var vector LandedFXOffset; /** Armed mine collision settings */ var float ExplodeTriggerRadius, ExplodeTriggerHeight; /** Sound mine makes when it hits something and bounces off */ var AkEvent BounceAkEvent; /** Sound mine makes when it hits something and comes to rest */ var AkEvent ImpactAkEvent; /** Decal settings */ var MaterialInterface ImpactDecalMaterial; var float ImpactDecalWidth; var float ImpactDecalHeight; var float ImpactDecalThickness; /** How long the mine can exist before exploding */ var float FuseDuration; /** Tells clients to trigger an explosion */ var repnotify bool bClientExplode; /** Whether we've triggered a fade out */ var bool bFadingOut; /** How long it should take to fade out this mine */ var float FadeOutTime; /** Maximum number of times this mine can bounce */ var const int MaxBounces; var int NumBounces; replication { if( bNetDirty ) bClientExplode; } simulated event ReplicatedEvent( name VarName ) { if( VarName == nameOf(bClientExplode) ) { TriggerExplosion( Location, vect(0,0,1), none ); } else { super.ReplicatedEvent( VarName ); } } /** Adds our puke mine to the pool */ simulated event PostBeginPlay() { local vector Hitlocation, HitNormal; // Cache team num TeamNum = GetTeamNum(); super.PostBeginPlay(); if( WorldInfo.NetMode != NM_Client ) { if( InstigatorController != none || IsAIProjectile() ) { class'KFGameplayPoolManager'.static.GetPoolManager().AddProjectileToPool( self, PPT_PukeMine ); } else { Destroy(); return; } } if( Role == ROLE_Authority ) { // If we're spawning in collision for some reason, offset it towards the instigator to keep it in play Instigator.Trace( HitLocation, HitNormal, Location, Instigator.Location, false,,, TRACEFLAG_Bullet ); if( !IsZero(HitLocation) ) { SetLocation( HitLocation + HitNormal*SpawnCollisionOffsetAmt ); } SetTimer( FuseDuration, false, nameOf(Timer_Explode) ); } } /** Overridden to do nothing */ simulated function Shutdown() {} simulated protected function StopSimulating() {} simulated function Explode( vector HitLocation, vector HitNormal ) {} /** Give a little bounce */ simulated event HitWall( vector HitNormal, Actor Wall, PrimitiveComponent WallComp ) { // Don't collide with other puke mines if( Wall.class == class ) { return; } if( CanStick(Wall, HitNormal) ) { Stick( Location, HitNormal ); } else { Bounce( HitNormal, Wall ); } } simulated protected function bool CanStick( Actor HitActor, out vector HitNormal ) { // Basic slope check if( HitNormal.Z < MINMINEFLOORZ ) { return false; } return true; } simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal ) { if( Other.bWorldGeometry || Other.bStatic ) { HitWall( HitNormal, Other, OtherComp ); } } /** Adjusts movement/physics of projectile. * Returns true if projectile actually bounced / was allowed to bounce */ simulated function bool Bounce( vector HitNormal, Actor BouncedOff ) { local vector VNorm; // Avoid crazy bouncing if( LastBounced.Actor != none && BouncedOff != none && BouncedOff == LastBounced.Actor && `TimeSince(LastBounced.Time) < 0.1f ) { return false; } // Reflect off BouncedOff w/damping VNorm = (Velocity dot HitNormal) * HitNormal; Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel; Speed = VSize(Velocity); if( Speed < 40 ) { Stick( Location, HitNormal ); return false; } // also done from ProcessDestructibleTouchOnBounce. update LastBounced to solve problem with bouncing rapidly between world/non-world geometry LastBounced.Actor = BouncedOff; LastBounced.Time = WorldInfo.TimeSeconds; // Play a sound PlayImpactSound(); return true; } /** Called once the mine has finished moving */ simulated function Stick( vector StuckLocation, vector StuckNormal ) { local vector HitLocation, HitNormal; local rotator StuckRotation; local KFProj_BloatPukeMine PukeMine; local rotator RandRot; SetPhysics( PHYS_None ); RotationRate = rot(0,0,0); // Modify the collision so it can be detonated by the player CylinderComponent.SetTraceBlocking( true, true ); SetCollisionSize( ExplodeTriggerRadius, ExplodeTriggerHeight ); CylinderComponent.SetActorCollision( true, false ); bCollideComplex = false; bBounce = false; // Optimize for network NetUpdateFrequency = 0.25f; bOnlyDirtyReplication = true; bForceNetUpdate = true; // Set rotation Trace( HitLocation, HitNormal, Location - vect(0,0,50), Location + vect(0,0,5), false,,, TRACEFLAG_Bullet ); if( !IsZero(HitLocation) ) { StuckRotation = rotator( HitNormal ); } else { StuckRotation = rotator( StuckNormal ); } // Destroy any overlapping mines if( Role == ROLE_Authority ) { foreach TouchingActors( class'KFProj_BloatPukeMine', PukeMine ) { PukeMine.TriggerExplosion( PukeMine.Location, vect(0,0,1), none ); } } SetRotation( StuckRotation ); // Apply some random yaw RandRot.Yaw = Rand( 65535 ); SetRelativeRotation( RandRot ); // Swap to ground FX SwapToGroundFX( StuckRotation ); // Play a sound PlayImpactSound( true ); // Spawn an impact decal SpawnImpactDecal( StuckLocation, StuckNormal ); // Go to armed state GotoState( 'Armed' ); } /** Switch to ground fx */ simulated function SwapToGroundFX( rotator GroundRotation ) { // Replace the flying effects with ground FX if( WorldInfo.NetMode != NM_DedicatedServer && !IsInState('Armed') ) { StopFlightEffects(); ProjFlightTemplate = GroundFXTemplate; ProjFlightTemplateZedTime = GroundFXTemplate; bAutoStartAmbientSound = true; SpawnFlightEffects(); ProjEffects.SetAbsolute( true, true, false ); ProjEffects.SetTranslation( Location + LandedFXOffset ); ProjEffects.SetRotation( GroundRotation ); } } /** Plays a sound on impact */ simulated function PlayImpactSound( optional bool bIsAtRest ) { if( WorldInfo.NetMode != NM_DedicatedServer ) { if( bIsAtRest ) { PostAkEvent( ImpactAkEvent, true, true, false ); } else { PostAkEvent( BounceAkEvent, true, true, false ); } } } /** Spawns a decal at the impact location */ simulated function SpawnImpactDecal( vector HitLocation, vector HitNormal ) { if( WorldInfo.MyDecalManager != none && !WorldInfo.bDropDetail && !IsInState('Armed')) { WorldInfo.MyDecalManager.SpawnDecal( ImpactDecalMaterial, HitLocation, rotator(-HitNormal), ImpactDecalWidth, ImpactDecalHeight, ImpactDecalThickness, true ); } } /** Validates a touch */ simulated function bool ValidTouch( Pawn Other ) { // Make sure only enemies detonate if( Other.GetTeamNum() == TeamNum || !Other.IsAliveAndWell() ) { return false; } // Make sure not touching through wall return FastTrace( Other.Location, Location,, true ); } /** When touched by an actor */ simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { local Pawn P; // If touched by ballistic bouncer, explode if (KFProj_HRG_BallisticBouncer(Other) != none) { // Make sure not touching through wall if (`TimeSince(CreationTime) >= 0.1f && FastTrace( Other.Location, Location,, true )) { TriggerExplosion( Location, vect(0,0,1), KFProj_HRG_BallisticBouncer(Other) ); return; } } // If touched by mine reconstructor, explode if (KFProj_Mine_Reconstructor(Other) != none) { // Make sure not touching through wall if (`TimeSince(CreationTime) >= 0.1f && FastTrace( Other.Location, Location,, true )) { TriggerExplosion( Location, vect(0,0,1), KFProj_Mine_Reconstructor(Other) ); return; } } // If touched by an enemy pawn, explode P = Pawn( Other ); if( P != None ) { if( `TimeSince(CreationTime) >= 0.1f && ValidTouch(P) ) { TriggerExplosion( Location, vect(0,0,1), P ); } } else if( bBounce ) { super.Touch( Other, OtherComp, HitLocation, HitNormal ); } } /** Capture damage so that human players can destroy the mine */ singular event TakeDamage( int inDamage, Controller InstigatedBy, vector HitLocation, vector Momentum, class DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser ) { // Don't blow up when fading out and don't let mines blow each other up, no matter what team if( bFadingOut || DamageCauser.class == class || DamageType == ExplosionTemplate.MyDamageType || Physics != PHYS_None ) { return; } if( Health > 0 && inDamage > 0 && InstigatedBy != none && InstigatedBy.GetTeamNum() != TeamNum ) { Health -= inDamage; if( Health <= 0 ) { TriggerExplosion( Location, vect(0,0,1), none ); } } } /** Blows up mine immediately */ function Detonate() { TriggerExplosion( Location, vect(0,0,1), none ); } /** Blows up on a timer */ function Timer_Explode() { Detonate(); } /** Explode this mine */ simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor) { // If we're fading out, don't explode if( bFadingOut ) { return; } super.TriggerExplosion( HitLocation, HitNormal, HitActor ); SetHidden( true ); /** Tell clients to explode */ if( Role == ROLE_Authority ) { bClientExplode = true; bForceNetUpdate = true; } } /** If bFadingOut, shrinks mine and destroys it */ simulated event Tick( float DeltaTime ) { local float FadeOutSize; super.Tick( DeltaTime ); if( bFadingOut ) { FadeOutSize = ( FadeOutTime - WorldInfo.TimeSeconds ) / default.FadeOutTime; // Spawn a burst effect and destroy when we've shrunk small enough if( FadeOutSize <= 0.25f ) { bFadingOut = false; SpawnBurstEffect(); Destroy(); return; } // Shrink visuals if( ProjEffects != none ) { ProjEffects.SetScale( FadeOutSize ); } } } /** Tells clients to start fading out */ simulated event TornOff() { FadeOut(); } /** Fades this mine out and destroys it */ simulated function FadeOut() { // If we're in midair, just destroy if( Physics == PHYS_Falling ) { Destroy(); return; } // Already fading, early out if( bFadingOut || bDeleteMe || (WorldInfo.NetMode == NM_DedicatedServer && bTearOff) ) { return; } // Remove ownership SetOwner( none ); // Turn off collision SetCollision( false, false ); // Dedicated server doesn't need to fade if( WorldInfo.NetMode != NM_DedicatedServer ) { // Set initial fade values bFadingOut = true; FadeOutTime = WorldInfo.TimeSeconds + default.FadeOutTime; } else { // Delay destruction slightly SetTimer( 0.2f, false, nameOf(Timer_Destroy) ); } // Tell clients to tear off and fade out on their own if( WorldInfo.NetMode != NM_Client ) { bTearOff = true; bNetDirty = true; bForceNetUpdate = true; } } simulated function Timer_Destroy() { Destroy(); } /** Spawns a small burst effect when the mine has finished shrinking */ simulated function SpawnBurstEffect() { if( WorldInfo.NetMode == NM_DedicatedServer || WorldInfo.MyEmitterPool == none || ProjEffects == none ) { return; } WorldInfo.MyEmitterPool.SpawnEmitter( BurstFXTemplate, ProjEffects.GetPosition(), rotator(vect(0,0,1)) ); } /** Removes our puke mine from the pool */ simulated event Destroyed() { if( WorldInfo.NetMode != NM_Client ) { if( InstigatorController != none ) { class'KFGameplayPoolManager'.static.GetPoolManager().RemoveProjectileFromPool( self, PPT_PukeMine ); } } super.Destroyed(); } /** * State where this mine is waiting to detonate */ simulated state Armed { /** Make sure no pawn already touching */ simulated function CheckTouching() { local Pawn P; foreach TouchingActors( class'Pawn', P ) { Touch( P, None, Location, Normal(Location - P.Location) ); } } /** Adjust collision */ simulated function BeginState( Name PreviousStateName ) { CheckTouching(); } } /** Controller left, explode after a short time */ simulated function OnInstigatorControllerLeft() { if( WorldInfo.NetMode != NM_Client ) { SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Explode) ); } } defaultproperties { Health=50 //100 //150 LifeSpan=0 FuseDuration=300 PostExplosionLifetime=1 Speed=1500 //1000 //500 MaxSpeed=1500 //1000 //500 Physics=PHYS_Falling bBounce=true bNetTemporary=false ProjFlightTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_projectile_01' GroundFXTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_01' BurstFXTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_Hit_01' ExplosionActorClass=class'KFExplosion_PlayerBloatPukeMine' bSuppressSounds=false bAmbientSoundZedTimeOnly=false bAutoStartAmbientSound=false bStopAmbientSoundOnExplode=true AmbientSoundPlayEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Amb_LP' AmbientSoundStopEvent=AkEvent'WW_ZED_Bloat.Stop_Bloat_Mine_Amb_LP' ImpactAkEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Hit' BounceAkEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Bounce' Begin Object Class=AkComponent name=AmbientAkSoundComponent bStopWhenOwnerDestroyed=true bForceOcclusionUpdateInterval=true OcclusionUpdateInterval=0.25f End Object AmbientComponent=AmbientAkSoundComponent Components.Add(AmbientAkSoundComponent) ImpactDecalMaterial=DecalMaterial'FX_Mat_Lib.FX_Puke_Mine_Splatter_DM' ImpactDecalWidth=178.f ImpactDecalHeight=178.f ImpactDecalThickness=28.f Begin Object Name=CollisionCylinder CollisionRadius=10.f CollisionHeight=10.f CollideActors=true BlockNonZeroExtent=false PhysMaterialOverride=PhysicalMaterial'ZED_Bloat_EMIT.BloatPukeMine_PM' End Object bBlockedByInstigator=false bCollideActors=true bProjTarget=true bCanBeDamaged=true bCollideComplex=true bNoEncroachCheck=true bAlwaysRelevant=true bGameRelevant=true bPushedByEncroachers=false DampenFactor=0.125f DampenFactorParallel=0.175f LandedFXOffset=(X=0,Y=0,Z=2) // Since we're still using an extent cylinder, we need a line at 0 ExtraLineCollisionOffsets.Add(()) SpawnCollisionOffsetAmt=28.f // Collision size we should use when waiting to be triggered ExplodeTriggerRadius=60.f ExplodeTriggerHeight=22.f // Fade out properties FadeOutTime=1.75f // Explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=15 //45 //30 DamageRadius=200 //450 DamageFalloffExponent=0.f DamageDelay=0.f MyDamageType=class'KFDT_Toxic_BloatPukeMine' //bIgnoreInstigator is set to true in PrepareExplosionTemplate // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'ZED_Bloat_ARCH.Bloat_Mine_Explosion' ExplosionSound=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Explode' MomentumTransferScale=0 // Dynamic Light ExploLight=none // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=200 CamShakeOuterRadius=400 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 GlassShatterType=FMGS_ShatterAll }