//============================================================================= // KFProj_Explosive_HRGWinterbite //============================================================================= //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFProj_Explosive_HRGWinterbite extends KFProj_BallisticExplosive; simulated function AdjustCanDisintigrate() {} simulated protected function PrepareExplosionTemplate() { // skip KFProj_BallisticExplosive because it applies Demo skills super(KFProjectile).PrepareExplosionTemplate(); } simulated protected function SetExplosionActorClass() { // skip KFProj_BallisticExplosive because it applies Demo skills super(KFProjectile).SetExplosionActorClass(); } defaultproperties { Physics=PHYS_Falling Speed= 9000//7500 MaxSpeed= 9000//7500 TerminalVelocity= 9000//7500 TossZ=150 GravityScale=0.15 //0.25 MomentumTransfer=50000.0 ArmDistSquared=0 // set to 0 to keep from dudding LifeSpan = +10.0f ProjFlightTemplate=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile' ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile_ZEDTIME' ProjDudTemplate=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile_Dud' GrenadeBounceEffectInfo=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_Winterbite_Projectile_Impacts' ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AltExploEffects=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_WinterBite_Projectile_Explosion_Concussive_Force' Begin Object Name=CollisionCylinder CollisionRadius=0.f CollisionHeight=0.f End Object // Grenade explosion light Begin Object Class=PointLightComponent Name=ExplosionPointLight LightColor=(R=50,G=100,B=150,A=255) Brightness=1.f Radius=2000.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=False bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=20 DamageRadius=200 DamageFalloffExponent=0 DamageDelay=0.f //Impulse applied to Zeds MomentumTransferScale=1 // Damage Effects MyDamageType=class'KFDT_Explosive_HRGWinterbite' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_WinterBite_Projectile_Explosion' ExplosionSound=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Explode_Ice' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.3 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble' CamShakeInnerRadius=0 CamShakeOuterRadius=300 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Projectile_Loop' AmbientSoundStopEvent=AkEvent'WW_WEP_SA_M79.Stop_WEP_SA_M79_Projectile_Loop' }