//============================================================================= // KFProj_FreezeGrenade //============================================================================= // Freeze Grenade projectile class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Jeff Robinson //============================================================================= class KFProj_FreezeGrenade_Mini extends KFProj_FreezeGrenade hidedropdown; //============== // Touching simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { if (Other != Instigator && !Other.bWorldGeometry) { // Don't hit teammates if (Other.GetTeamNum() == GetTeamNum()) { return; } if (!bHasExploded && !bHasDisintegrated) { GetExplodeEffectLocation(HitLocation, HitNormal, Other); TriggerExplosion(HitLocation, HitNormal, Other); } } super.ProcessTouch(Other, HitLocation, HitNormal); } defaultproperties { LandedTranslationOffset=(X=2) FuseTime=0.15 //0.5 Speed=4000 MaxSpeed=4000 TerminalVelocity=4000 TossZ=150 ProjFlightTemplate = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile' ProjFlightTemplateZedTime = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile_ZEDTIME' 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=750.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=12 //100 DamageRadius=450//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' }