//============================================================================= // KFProj_Bullet_DragonsBreath //============================================================================= // Shotgun pellet class for the the Mossberg 500 //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFProj_Bullet_DragonsBreath extends KFProj_Bullet hidedropdown; /** Last hit normal from Touch() or HitWall() */ var vector LastHitNormal; var float GroundFireChance; simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { LastHitNormal = HitNormal; Super.ProcessTouch(Other, HitLocation, HitNormal); } /** * Explode this Projectile */ simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor) { LastHitNormal = HitNormal; Super.TriggerExplosion(HitLocation, HitNormal, HitActor); } simulated protected function StopSimulating() { local vector FlameSpawnVel; if (Role == ROLE_Authority && Physics == PHYS_Falling && FRand() < GroundFireChance) { //SpawnGroundFire(); FlameSpawnVel = 0.25f * CalculateResidualFlameVelocity(LastHitNormal, Normal(Velocity), VSize(Velocity)); SpawnResidualFlame(class'KFProj_DragonsBreathSplash', Location + (LastHitNormal * 10.f), FlameSpawnVel); } super.StopSimulating(); } defaultproperties { GroundFireChance=1.f Physics=PHYS_Falling MaxSpeed=7000.0 Speed=7000.0 TerminalVelocity=7000.0 bWarnAIWhenFired=true DamageRadius=0 GravityScale=0.35 TossZ=0 Begin Object Class=PointLightComponent Name=PointLight0 LightColor=(R=252,G=218,B=171,A=255) Brightness=0.5f Radius=500.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=False bCastPerObjectShadows=false bEnabled=true LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object ProjFlightLight=PointLight0 ImpactEffects=KFImpactEffectInfo'WEP_DragonsBreath_ARCH.DragonsBreath_bullet_impact' ProjFlightTemplate=ParticleSystem'WEP_DragonsBreath_EMIT.Tracer.FX_DragonsBreath_Tracer' ProjFlightTemplateZedTime=ParticleSystem'WEP_DragonsBreath_EMIT.Tracer.FX_DragonsBreath_Tracer_ZEDTime' AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Projectile_Loop' AmbientSoundStopEvent=AkEvent'WW_WEP_SA_DragonsBreath.Stop_SA_DragonsBreath_Projectile_Loop' }