//============================================================================= // KFProj_EvilDAR_Laser //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class KFProj_EvilDAR_Laser extends KFProjectile; defaultproperties { Physics=PHYS_Projectile Speed=3800 //1800 MaxSpeed=3800 //1800 //MyDamageType=class'KFDT_Explosive_FragGrenade' ProjFlightTemplate=ParticleSystem'ZED_EvilDAR_EMIT.FX_EvilDar_Laser_Projectile' ExplosionActorClass=class'KFExplosionActor' bCollideComplex=true // Ignore simple collision on StaticMeshes, and collide per poly bBlockedByInstigator=false Begin Object Class=PointLightComponent Name=ExplosionPointLight LightColor=(R=245,G=190,B=140,A=255) Brightness=4.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 Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=7 DamageRadius=75 DamageFalloffExponent=1.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_EvilDAR_Laser' MomentumTransferScale=60.f //60000. KnockDownStrength=100 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.EDar_Laser_Explosion' ExplosionSound=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Laser_Impact' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.5 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball' CamShakeInnerRadius=50 CamShakeOuterRadius=75 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 Begin Object Class=AkComponent name=AmbientAkSoundComponent bStopWhenOwnerDestroyed=true bForceOcclusionUpdateInterval=true OcclusionUpdateInterval=0.1f End Object AmbientComponent=AmbientAkSoundComponent Components.Add(AmbientAkSoundComponent) bAutoStartAmbientSound=true bStopAmbientSoundOnExplode=true //AmbientSoundPlayEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_LP' //AmbientSoundStopEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_LP_Stop' }