//============================================================================= // KFProj_Cannonball_Blunderbuss //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC // - Tulio Beloqui (Saber Interactive) //============================================================================= class KFProj_Cannonball_Blunderbuss extends KFProj_BallisticExplosive hidedropdown; /** Additional X Axis velocity to apply when launching this projectile */ var(Projectile) float TossX; /** Factor added to the rolling speed of the ball when bouncing **/ var(Projectilve) float RollingFactor; /** Indicates that the ball hit the wall and is doing rolling animations **/ var transient bool bIsRolling; /** Flag indicating that the player is no longer pressing the fire button and the projectile should explode as soon as it cans **/ var transient bool bReadyToDetonate; /** Amount of roll stored for this cannonball **/ var transient float CurrentRoll; var ParticleSystemComponent ProjIndicatorEffects; var bool IndicatorActive; var bool bHasAlreadyBounced; /** This is the effect indicator that is played for the current user **/ var(Projectile) ParticleSystem ProjIndicatorTemplate; /** This is the effect indicator that is played for the current user in zed time **/ var(Projectile) ParticleSystem ProjIndicatorTemplateZedTime; //var array vActorsTouched; function Init(vector Direction) { Super.Init(Direction); //Velocity.X += TossX; } simulated function PreBeginPlay() { Super.PreBeginPlay(); bHasAlreadyBounced = false; } simulated function TryActivateIndicator() { if(!IndicatorActive && Instigator != None) { IndicatorActive = true; if(WorldInfo.NetMode == NM_Standalone || Instigator.Role == Role_AutonomousProxy || (Instigator.Role == ROLE_Authority && WorldInfo.NetMode == NM_ListenServer && Instigator.IsLocallyControlled() )) { if( `IsInZedTime(self) && ProjIndicatorTemplateZedTime != none ) { ProjIndicatorEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(ProjIndicatorTemplateZedTime); } // Play normal speed flight effects else if( ProjIndicatorTemplate != None ) { ProjIndicatorEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(ProjIndicatorTemplate); } if(ProjIndicatorEffects != None) { ProjIndicatorEffects.SetAbsolute(false, false, false); ProjIndicatorEffects.SetLODLevel(WorldInfo.bDropDetail ? 1 : 0); ProjIndicatorEffects.bUpdateComponentInTick = true; AttachComponent(ProjIndicatorEffects); } } } } /** Called when the owning instigator controller has left a game */ simulated function OnInstigatorControllerLeft() { if( WorldInfo.NetMode != NM_Client ) { SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Detonate) ); } } function Timer_Detonate() { Detonate(); } function Detonate() { local vector ExplosionNormal, vExplosionOffset; // Check if the bomb should explode right now if (bIsRolling && !bHasExploded && !bHasDisintegrated) { ExplosionNormal = vect(0,0,1) >> Rotation; vExplosionOffset.x = 0; vExplosionOffset.y = 0; vExplosionOffset.z = 10; SetLocation(Location + vExplosionOffset); CallExplode(Location, ExplosionNormal); } // If not, mark the bomb to explode as soon as it hits something else { bIsTimedExplosive = false; bNetDirty = true; } } simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor) { local KFWeap_Pistol_Blunderbuss Blunderbuss; if (Role == ROLE_Authority) { Blunderbuss = KFWeap_Pistol_Blunderbuss(Owner); if (Blunderbuss != none) { Blunderbuss.RemoveDeployedCannonball(, self); } } Super.TriggerExplosion(HitLocation, HitNormal, HitActor); } simulated function Disintegrate( rotator InDisintegrateEffectRotation ) { local KFWeap_Pistol_Blunderbuss Blunderbuss; if (Role == ROLE_Authority) { Blunderbuss = KFWeap_Pistol_Blunderbuss(Owner); if (Blunderbuss != none) { Blunderbuss.RemoveDeployedCannonball(, self); } } super.Disintegrate(InDisintegrateEffectRotation); } simulated function SetIsDud(bool bWantsClientSideDudHit, vector HitNormal) { // This projectile doesn't dud. } simulated event Tick(float DeltaTime) { local vector RollDelta; local rotator NewRotation; // Let's roll (only in the client) if ( bIsRolling && WorldInfo.NetMode != NM_DedicatedServer && Physics != PHYS_None && (Velocity.X != 0 || Velocity.Y != 0) ) { CurrentRoll -= (Abs(Velocity.X) + Abs(Velocity.Y)) * DeltaTime * RollingFactor; RollDelta = ((vect(1, 0 , 0) * (Velocity.X)) + (vect(0, 1, 0) * (Velocity.Y) )); NewRotation = Rotator(RollDelta); NewRotation.pitch += CurrentRoll; SetRotation(NewRotation); } TryActivateIndicator(); Super.Tick(DeltaTime); } simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) { local Vector VNorm; local rotator NewRotation; local Vector Offset; local bool bWantsClientSideDudHit; local TraceHitInfo HitInfo; local float TraveledDistance; bIsRolling = true; // Need to do client side dud hits if this is a client if( Instigator != none && Instigator.Role < ROLE_Authority ) { bWantsClientSideDudHit = true; } TraveledDistance = (`TimeSince(CreationTime) * Speed); TraveledDistance *= TraveledDistance; // Bounce off the wall and cause the shell to dud if we hit too close if( bDud || ((TraveledDistance < ArmDistSquared) || bIsTimedExplosive || (OriginalLocation == vect(0,0,0) && ArmDistSquared > 0))) { // Reflect off Wall w/damping VNorm = (Velocity dot HitNormal) * HitNormal; Velocity = -VNorm * WallHitDampenFactor + (Velocity - VNorm) * WallHitDampenFactorParallel; Speed = VSize(Velocity); if( (!bDud || ( bWantsClientSideDudHit && !bClientDudHit)) ) { SetIsDud(bWantsClientSideDudHit, HitNormal); } if ( WorldInfo.NetMode != NM_DedicatedServer && Pawn(Wall) == none && bHasAlreadyBounced == false ) { // do the impact effects bHasAlreadyBounced = true; `ImpactEffectManager.PlayImpactEffects(Location, Instigator, HitNormal, GrenadeBounceEffectInfo, true ); } // if we hit a pawn or we are moving too slowly stop moving and lay down flat if ( Speed < MinSpeedBeforeStop ) { ImpactedActor = Wall; SetPhysics(PHYS_None); if( ProjEffects != none ) { ProjEffects.SetTranslation(LandedTranslationOffset); } // Position the shell on the ground RotationRate.Yaw = 0; RotationRate.Pitch = 0; RotationRate.Roll = 0; NewRotation = Rotation; NewRotation.Pitch = 0; if(ResetRotationOnStop) { SetRotation(NewRotation); } Offset.Z = LandedTranslationOffset.X; SetLocation(Location + Offset); } if( !Wall.bStatic && Wall.bCanBeDamaged && (DamageRadius == 0 || bDamageDestructiblesOnTouch) && !CheckRepeatingTouch(Wall) ) { HitInfo.HitComponent = WallComp; HitInfo.Item = INDEX_None; Wall.TakeDamage( Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType, HitInfo, self); } } if( !bDud && !bIsTimedExplosive ) { Super.HitWall(HitNormal, Wall, WallComp); } } simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { local bool bWantsClientSideDudHit; local float TraveledDistance; local Vector VNorm; //local int Index; // If we collided with a Siren shield, let the shield code handle touches if( Other.IsA('KFTrigger_SirenProjectileShield') ) { return; } if ( !bCollideWithTeammates && Pawn(Other) != None ) { // Don't hit teammates if( Other.GetTeamNum() == GetTeamNum() ) { return; } } // Need to do client side dud hits if this is a client if( Instigator != none && Instigator.Role < ROLE_Authority ) { bWantsClientSideDudHit = true; } TraveledDistance = (`TimeSince(CreationTime) * Speed); TraveledDistance *= TraveledDistance; if( (!bDud || ( bWantsClientSideDudHit && !bClientDudHit)) && ((TraveledDistance < ArmDistSquared) || bIsTimedExplosive || (OriginalLocation == vect(0,0,0) && ArmDistSquared > 0))) { if( LastTouched.Actor == Other && TouchTimeThreshhold > 0 && `TimeSince(LastTouched.Time) <= TouchTimeThreshhold ) { return; } //TODO: Add an impact sound here SetIsDud(bWantsClientSideDudHit, HitNormal); if (Other != Instigator && !Other.bStatic && Other.GetTeamNum() != GetTeamNum() && !CheckRepeatingTouch(Other)) { ProcessBulletTouch(Other, HitLocation, HitNormal); } VNorm = (Velocity dot HitNormal) * HitNormal; Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel; Speed = VSize(Velocity); } else if (!bDud && !bIsTimedExplosive) { // Process impact hits if (Other != Instigator && !Other.bStatic) { // check/ignore repeat touch events if( !CheckRepeatingTouch(Other) && Other.GetTeamNum() != GetTeamNum()) { ProcessBulletTouch(Other, HitLocation, HitNormal); } } if( WorldInfo.NetMode == NM_Standalone || (WorldInfo.NetMode == NM_ListenServer && Instigator != none && Instigator.IsLocallyControlled()) ) { Super.ProcessTouch( Other, HitLocation, HitNormal ); return; } if( Owner != none && KFWeapon( Owner ) != none && Instigator != none ) { if( Instigator.Role < ROLE_Authority && Instigator.IsLocallyControlled() ) { KFWeapon(Owner).HandleClientProjectileExplosion(HitLocation, self); Super.ProcessTouch( Other, HitLocation, HitNormal ); return; } } StopSimulating(); } } simulated protected function StopSimulating() { Velocity = vect(0,0,0); Acceleration = vect(0,0,0); RotationRate = rot(0,0,0); SetCollision(FALSE, FALSE); StopFlightEffects(); bRotationFollowsVelocity = FALSE; if (ProjIndicatorEffects!=None) { ProjIndicatorEffects.DeactivateSystem(); } } simulated function SyncOriginalLocation() { local Actor HitActor; local vector HitLocation, HitNormal; local TraceHitInfo HitInfo; if (Role < ROLE_Authority && Instigator != none && Instigator.IsLocallyControlled()) { HitActor = Trace(HitLocation, HitNormal, OriginalLocation, Location,,, HitInfo, TRACEFLAG_Bullet); if (HitActor != none) { ServerForceExplosion(); } } Super.SyncOriginalLocation(); } reliable server function ServerForceExplosion() { local vector ExplosionNormal; if (Instigator.Role == ROLE_Authority && !bHasExploded && !bHasDisintegrated) { ExplosionNormal = vect(0,0,1) >> Rotation; CallExplode(Location, ExplosionNormal); } } defaultproperties { TouchTimeThreshhold = 60.0f Physics=PHYS_Falling Speed=3200 MaxSpeed=3200 TerminalVelocity=3200 TossZ=150 GravityScale=1.0 MomentumTransfer=50000.0 LifeSpan=0.f bWarnAIWhenFired=true RollingFactor=1100 MinSpeedBeforeStop=5 ResetRotationOnStop=false // Rolling and dampen values TossX=150.0 DampenFactor=0.1 DampenFactorParallel=0 WallHitDampenFactor=0.5 WallHitDampenFactorParallel=0.5 bNetTemporary=False NetPriority=5 NetUpdateFrequency=200 bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly bUseClientSideHitDetection=true bNoReplicationToInstigator=false bAlwaysReplicateExplosion=true; bUpdateSimulatedPosition=true Begin Object Name=CollisionCylinder CollisionRadius=0.f CollisionHeight=0.f BlockNonZeroExtent=false End Object ExplosionActorClass=class'KFExplosion_BlunderbussCannonball' ProjFlightTemplate=ParticleSystem'WEP_Blunderbuss_EMIT.FX_Cannonball_Projectile' ProjFlightTemplateZedTime=ParticleSystem'WEP_Blunderbuss_EMIT.FX_Cannonball_Projectile_ZEDTIME' ProjIndicatorTemplate=ParticleSystem'WEP_Blunderbuss_EMIT.FX_Cannonball_Projectile_Indicator' ProjIndicatorTemplateZedTime=ParticleSystem'WEP_Blunderbuss_EMIT.FX_Cannonball_Projectile_Indicator_ZEDTIME' GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts' ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AltExploEffects=KFImpactEffectInfo'WEP_Blunderbuss_ARCH.Cannonball_Explosion_Concussive_Force' // Grenade explosion light Begin Object Class=PointLightComponent Name=ExplosionPointLight LightColor=(R=252,G=218,B=171,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 // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=250 DamageRadius=750 DamageFalloffExponent=2 DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive_Blunderbuss' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_Blunderbuss_ARCH.Cannonball_Explosion' ExplosionSound=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Explosion' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.2 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble' CamShakeInnerRadius=200 CamShakeOuterRadius=900 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 //AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Projectile_Loop' //AmbientSoundStopEvent=AkEvent'WW_WEP_SA_M79.Stop_WEP_SA_M79_Projectile_Loop' }