//============================================================================= // KFProj_MicrowaveImpact //============================================================================= // Projectile class for ground impact from the microwave gun // Really only here for decal effects for now //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class KFProj_MicrowaveImpact extends KFProjectile; /** * Set the initial velocity and cook time */ simulated function PostBeginPlay() { Super.PostBeginPlay(); TriggerExplosion(Location,vector(Rotation), None); } /********************************************************************************************* * Collision ********************************************************************************************* */ simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { Super(Projectile).Touch(Other, OtherComp, HitLocation, HitNormal); } /** * Force the fire not to burn the instigator, since setti ng it in the default props is not working for some reason - Ramm */ simulated protected function PrepareExplosionTemplate() { ExplosionTemplate.bIgnoreInstigator=true; } defaultproperties { PostExplosionLifetime=1.5 bStopAmbientSoundOnExplode=false bAutoStartAmbientSound=true bAmbientSoundZedTimeOnly=false ExplosionActorClass=class'KFExplosion_GroundFire' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=0 DamageRadius=0.0 DamageFalloffExponent=1.f DamageDelay=0.f MyDamageType=class'KFDT_Microwave_Beam' // Don't burn the guy with the flamethrower bIgnoreInstigator=true // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'WEP_Microwave_Gun_ARCH.Beam_Impacts' ExplosionSound=none MomentumTransferScale=0 bAllowPerMaterialFX=true // Camera Shake CamShake=none End Object ExplosionTemplate=ExploTemplate0 }