//============================================================================= // KFProj_EvilDAR_Rocket //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class KFProj_EvilDAR_Rocket extends KFProjectile; defaultproperties { Physics=PHYS_Projectile Speed=1800 //6000 MaxSpeed=3200 //6000 ProjFlightTemplate=ParticleSystem'ZED_EvilDAR_EMIT.FX_EvilDar_RPG7_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=10 DamageRadius=300 DamageFalloffExponent=1.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_EvilDAR_Rocket' MomentumTransferScale=30000.f //60000 KnockDownStrength=100 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskProjectile_Explosion' ExplosionSound=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Missle_Impact' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.5 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball' CamShakeInnerRadius=150 CamShakeOuterRadius=325 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) AmbientSoundPlayEvent=AkEvent'WW_ZED_Evil_DAR.Play_ZED_EvilDAR_SFX_Missle_Passby' bAutoStartAmbientSound=true bStopAmbientSoundOnExplode=true }