//============================================================================= // KFProj_MolotovGrenade_mini //============================================================================= //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC // - Zane Gholson //============================================================================= class KFProj_MolotovGrenade_Mini extends KFProj_MolotovGrenade hidedropdown; /** Blow up on impact */ simulated event HitWall(vector HitNormal, Actor Wall, PrimitiveComponent WallComp) { if( StaticMeshComponent(WallComp) != none && StaticMeshComponent(WallComp).CanBecomeDynamic() ) { // pass through meshes that can move (like those little coffee tables in biotics) return; } Explode( Location, HitNormal ); } defaultproperties { bWarnAIWhenFired=true FuseTime=10 // molotov should only explode on contact, but it's probably good to have a fallback 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_molotov_tex.UI_WeaponSelect_MolotovCocktail' ResidualFlameProjClass=class'KFProj_MolotovSplash' NumResidualFlames=4 // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=60 //60 DamageRadius=250 //200 DamageFalloffExponent=1.f DamageDelay=0.f MomentumTransferScale=0 // Damage Effects MyDamageType=class'KFDT_Fire_MolotovGrenade' KnockDownStrength=0 FractureMeshRadius=0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Explosion' // Dynamic Light ExploLight=FlamePointLight ExploLightStartFadeOutTime=0.4 ExploLightFadeOutTime=0.2 // Camera Shake CamShake=KFCameraShake'FX_CameraShake_Arch.Grenades.Molotov' CamShakeInnerRadius=125 CamShakeOuterRadius=200 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' ThrowAkEvent=AkEvent'WW_WEP_EXP_MOLOTOV.Play_WEP_EXP_Molotov_Throw' AssociatedPerkClass=class'KFPerk_Firebug' }