//============================================================================= // KFProj_LightingFlare_HRGScorcher //============================================================================= // Shotgun pellet class for the HRG Scorcher //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC // Roberto Moreno (Saber Interactive) //============================================================================= class KFProj_LightingFlare_HRGScorcher extends KFProj_RicochetBullet hidedropdown; /** Time projectile is alive after being sticked to an actor or a pawn */ var float StickedTime; /** This is the effects attached while being sticked to a wall or a pawn */ var ParticleSystemComponent ProjStickedEffects; var(Projectile) ParticleSystem ProjStickedTemplate; /** This is the light attached while being sticked to a wall or a pawn */ var PointLightComponent ProjStickedLight; var LightPoolPriority ProjStickedLightPriority; /** Time before particle system parameter is set */ var float FlameDisperalDelay; /** Last hit normal from Touch() or HitWall() */ var vector LastHitNormal; /** Impact effects to use when projectile hits a zed */ var KFImpactEffectInfo ImpactEffectsOnZed; /** Sound to play while projectile is sticked*/ var AKEvent AmbientSoundPlayEventSticked; /** (Computed) State if sticked or not projectile */ var bool bSticked; /** (Computed) Helper variable for Tick() to count sticked time */ var float CurrentStickedTime; /** Offset time to start fading out light after being sticked */ var float StickedLightFadeStartTime; /** Time being faded out light after being sticked */ var float StickedLightFadeTime; /** * Spawns any effects needed for the flight of this projectile */ simulated function SpawnFlightEffects() { Super.SpawnFlightEffects(); if ( WorldInfo.NetMode != NM_DedicatedServer && WorldInfo.GetDetailMode() > DM_Low ) { SetTimer(FlameDisperalDelay, false, nameof(MidFlightFXTimer)); } } simulated function MidFlightFXTimer() { if (ProjEffects!=None) { ProjEffects.SetFloatParameter('Spread', 1.0); } } simulated protected function StopFlightEffects() { Super.StopFlightEffects(); ClearTimer(nameof(MidFlightFXTimer)); } /** Blows up mine immediately */ simulated function Detonate() { //StickHelper.UnPin(); //StopStickedEffects(); Shutdown(); } simulated event PostBeginPlay() { Super.PostBeginPlay(); AdjustCanDisintigrate(); // TODO needed in order to siren not get rid of proyectile? } /** * We use Detonate to make disappear the proyectile, but no explosion will show up. * We only want to make it disappear. */ simulated function Timer_Explode() { Detonate(); } /** Called when the owning instigator controller has left a game */ /** TODO needed? Innecessary rand for time in timer? */ simulated function OnInstigatorControllerLeft() { if( WorldInfo.NetMode != NM_Client ) { SetTimer( 1.f + Rand(5) + fRand(), false, nameof(Timer_Explode) ); } } // Overriding functions where StickHelper.TryStick is called to start timer to delete the proyectile simulated event HitWall( vector HitNormal, actor Wall, PrimitiveComponent WallComp ) { super.HitWall(HitNormal, Wall, WallComp); SetTimer(StickedTime, false, nameof(Timer_Explode)); StartStickedEffects(); `ImpactEffectManager.PlayImpactEffects(Location, Instigator, , ImpactEffects ); //StopFlightEffects(); } // Overriding functions where StickHelper.TryStick is called to start timer to delete the proyectile simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { LastHitNormal = HitNormal; super.ProcessTouch(Other, HitLocation, HitNormal); SetTimer(StickedTime, false, nameof(Timer_Explode)); StartStickedEffects(); `ImpactEffectManager.PlayImpactEffects(Location, Instigator, , ImpactEffects ); //StopFlightEffects(); } //We swap effects, sound and light with the appropiate valuess when sticking. //It has to be done this way because we can't access to AmbientSound to play other sound when sticked. simulated function StartStickedEffects() { if(WorldInfo.NetMode != NM_DedicatedServer) { StopFlightEffects(); ProjFlightLight = ProjStickedLight; ProjFlightLightPriority = ProjStickedLightPriority; ProjFlightTemplate = ProjStickedTemplate; AmbientSoundPlayEvent = AmbientSoundPlayEventSticked; SpawnFlightEffects(); ProjEffects.SetFloatParameter( 'FlareLifetime', StickedTime ); } bSticked=true; CurrentStickedTime=0.0; } simulated event Tick( float DeltaTime ) { local float NewBrightness; super.Tick(DeltaTime); StickHelper.Tick(DeltaTime); //Used to check current status of StuckTo actor (to figure out if we should fall) //Fading out light after being sticked (matching FX decreasing projectile size) if (bSticked) { CurrentStickedTime += DeltaTime; if (CurrentStickedTime > StickedLightFadeStartTime) { NewBrightness = 1.5 - Lerp(0, 1.5, (CurrentStickedTime - StickedLightFadeStartTime)/StickedLightFadeTime); ProjFlightLight.SetLightProperties(NewBrightness,,); ProjFlightLight.UpdateColorAndBrightness(); } } } defaultproperties { Physics=PHYS_Falling LifeSpan=20 Speed=4550 //3500 //5000 MaxSpeed=5000 TerminalVelocity=5000 bWarnAIWhenFired=true DamageRadius=0 GravityScale=0.36 //0.4 //0.5 //1.0 TossZ=0 FlameDisperalDelay=0.25 bSticked=false CurrentStickedTime=0.0 StickedLightFadeStartTime=4.0 StickedLightFadeTime=1.0 BouncesLeft=0 TouchTimeThreshhold=0.15 //Sticking to environment or pinning to enemies bCanStick=true bCanPin=false StickedTime=5.0 bCollideActors=true bCollideComplex=true //Network due to sticking feature bNetTemporary=false NetPriority=5 NetUpdateFrequency=200 bNoReplicationToInstigator=false bUseClientSideHitDetection=true bUpdateSimulatedPosition=true bSyncToOriginalLocation=true bSyncToThirdPersonMuzzleLocation=true PinBoneIdx=INDEX_None bCanBeDamaged=false bCanDisintegrate=true Begin Object Name=CollisionCylinder BlockNonZeroExtent=false // for siren scream CollideActors=true End Object Begin Object Class=KFProjectileStickHelper_HRGScorcher Name=StickHelper0 End Object StickHelper=StickHelper0 ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' //FX Begin Object Class=PointLightComponent Name=PointLight0 //LightColor=(R=250,G=160,B=100,A=255) LightColor=(R=250,G=25,B=80,A=255) Brightness=1.5f Radius=350.f FalloffExponent=3.0f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=False bCastPerObjectShadows=false bEnabled=true LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object ProjFlightLight=PointLight0 ProjFlightLightPriority=LPP_High Begin Object Class=PointLightComponent Name=PointLight1 //LightColor=(R=250,G=160,B=100,A=255) LightColor=(R=250,G=25,B=80,A=255) Brightness=1.5f Radius=350.f FalloffExponent=3.0f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=False bCastPerObjectShadows=false bEnabled=true LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object ProjStickedLight=PointLight1 ProjStickedLightPriority=LPP_High ImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Light_bullet_impact' //ImpactEffectsOnZed=KFImpactEffectInfo'WEP_HRGScorcher_Pistol_ARCH.Wep_HRGScorcher_bullet_impact_zed' ProjFlightTemplate=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_HRGScorcher_Projectile_01' ProjStickedTemplate=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_HRGScorcher_Projectile_Sticked' //Sound bAmbientSoundZedTimeOnly=false bAutoStartAmbientSound=true bStopAmbientSoundOnExplode=true AmbientSoundPlayEvent=AkEvent'WW_WEP_HRG_Scorcher.Stop_WEP_HRG_Scorcher_Flyby' AmbientSoundStopEvent=None AmbientSoundPlayEventSticked=AkEvent'WW_WEP_HRG_Scorcher.Stop_WEP_HRG_Scorcher_Burn' /*Begin Object Class=AkComponent name=AmbientAkSoundComponent bStopWhenOwnerDestroyed=true bForceOcclusionUpdateInterval=true OcclusionUpdateInterval=0.25f End Object AmbientComponent=AmbientAkSoundComponent Components.Add(AmbientAkSoundComponent)*/ }