//============================================================================= // KFProj_Grenade_GravityImploder //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC //============================================================================= class KFProj_Grenade_GravityImploder extends KFProj_BallisticExplosive hidedropdown; /* Ensure it detonates */ var float DetonationTime; var float VortexDuration; var float VortexRadius; var float VortexImpulseStrength; var protected transient bool bVortexActive; simulated state GrenadeState { simulated event BeginState(Name PrevStateName) { super.BeginState(PrevStateName); if (Role == ROLE_Authority) { SetTimer(DetonationTime, false, nameOf(Timer_Detonate)); } } } simulated state VortexState { simulated event BeginState(Name PrevStateName) { super.BeginState(PrevStateName); ClearTimer(nameof(Timer_Detonate)); bVortexActive = true; if (Role == ROLE_Authority) { SetTimer(VortexDuration, false, 'Timer_EndVortex'); } } simulated event Tick(float DeltaTime) { local Actor Victim; local TraceHitInfo HitInfo; local FracturedStaticMeshActor FracActor; if(bVortexActive && (WorldInfo.NetMode == NM_Client || WorldInfo.NetMode == NM_Standalone)) { foreach CollidingActors(class'Actor', Victim, VortexRadius, Location, true,, HitInfo) { if (KFPawn_Human(Victim) == none && Victim.CollisionComponent != none && !Victim.bWorldGeometry && KFPawn_Scripted(Victim) == none && KFPawn_AutoTurret(Victim) == none && KFPawn_HRG_Warthog(Victim) == none) { Victim.CollisionComponent.AddRadialImpulse(Location, VortexRadius, VortexImpulseStrength, RIF_Constant, true); } FracActor = FracturedStaticMeshActor(Victim); if (FracActor != none) { FracActor.BreakOffPartsInRadius(Location, VortexRadius, VortexImpulseStrength, true); } } } } } /** * Set the initial velocity and cook time */ simulated event PostBeginPlay() { Super.PostBeginPlay(); AdjustCanDisintigrate(); GotoState('GrenadeState'); } simulated function Timer_Detonate() { Detonate(); } simulated function Detonate() { Explode(Location, vect(0,0,1) >> Rotation); } simulated function Explode(vector HitLocation, vector HitNormal) { super.Explode(HitLocation, HitNormal); GotoState('VortexState'); } simulated function Timer_EndVortex() { bVortexActive = false; DeferredDestroy(0.15); } /** 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) ); } } defaultproperties { TouchTimeThreshhold = 60.0f Physics=PHYS_Falling Speed=3200 MaxSpeed=3200 TerminalVelocity=3200 GravityScale=1.0 LifeSpan=0.f bWarnAIWhenFired=true ProjFlightTemplate=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile' ProjFlightTemplateZedTime=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile_ZEDTIME' //GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts' ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' //AltExploEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Yellow_Explosion_Concussive_Force' // Grenade explosion light Begin Object Class=PointLightComponent Name=ExplosionPointLight LightColor=(R=0,G=25,B=250,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=ImploTemplate0 Damage=320 //150 DamageRadius=280 //375 DamageFalloffExponent=0.2 //0.25 DamageDelay=0.f MomentumTransferScale=-10000 // Damage Effects MyDamageType=class'KFDT_Explosive_GravityImploder' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Yellow_Explosion' ExplosionSound=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Grenade_Yellow_Implosion' // 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=ImploTemplate0 bIsTimedExplosive=false; DetonationTime=5.0 VortexRadius=450 VortexImpulseStrength=-100 VortexDuration=0.5f bVortexActive=false }