//============================================================================= // KFProj_FreezeGrenade //============================================================================= // Freeze Grenade projectile class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Jeff Robinson //============================================================================= class KFProj_FreezeGrenade extends KFProj_Grenade hidedropdown; simulated function PostBeginPlay() { super.PostBeginPlay(); // fuze starts at rest ClearTimer(nameof(ExplodeTimer)); } simulated event GrenadeIsAtRest() { super.GrenadeIsAtRest(); if (Role == ROLE_Authority) { SetTimer(FuseTime, false, 'ExplodeTimer'); } } defaultproperties { LandedTranslationOffset=(X=2) FuseTime=0.15 //0.5 ProjFlightTemplate=ParticleSystem'WEP_Freeze_Grenade_EMIT.FX_Freeze_Grenade_Mesh' ExplosionActorClass=class'KFExplosionActor' WeaponSelectTexture=Texture2D'WEP_UI_LN2_Grenade_TEX.UI_WeaponSelect_SharpshooterGrenade' // Grenade explosion light Begin Object Name=ExplosionPointLight LightColor=(R=128,G=200,B=255,A=255) Brightness=4.f Radius=1500.f //1500 FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=True bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=25 //100 DamageRadius=900//600 DamageFalloffExponent=1 //2 DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Freeze_FreezeGrenade' FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_Freeze_Grenade_Arch.FreezeGrenade_Explosion' ExplosionSound=AkEvent'WW_WEP_Freeze_Grenade.Play_Freeze_Grenade_Explo' MomentumTransferScale=1 // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.5 ExploLightFadeOutTime=0.25 ExploLightFlickerIntensity=5.f ExploLightFlickerInterpSpeed=15.f // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=200 CamShakeOuterRadius=900 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AssociatedPerkClass=class'KFPerk_Sharpshooter' }