//============================================================================= // KFProj_Rocket_RPG7 //============================================================================= // High explosive rocket launcher rocket for the RPG7 //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibso //============================================================================= class KFProj_Rocket_RPG7 extends KFProj_BallisticExplosive hidedropdown; defaultproperties { Physics=PHYS_Projectile Speed=6000 MaxSpeed=6000 TossZ=0 GravityScale=1.0 MomentumTransfer=50000.0 ArmDistSquared=150000 // 4 meters bWarnAIWhenFired=true ProjFlightTemplate=ParticleSystem'WEP_RPG7_EMIT.FX_RPG7_Projectile' ProjFlightTemplateZedTime=ParticleSystem'WEP_RPG7_EMIT.FX_RPG7_Projectile_ZED_TIME' ProjDudTemplate=ParticleSystem'WEP_RPG7_EMIT.FX_RPG7_Projectile_Dud' GrenadeBounceEffectInfo=KFImpactEffectInfo'WEP_RPG7_ARCH.RPG7_Projectile_Impacts' ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_Projectile_Loop' AmbientSoundStopEvent=AkEvent'WW_WEP_SA_RPG7.Stop_WEP_SA_RPG7_Projectile_Loop' AltExploEffects=KFImpactEffectInfo'WEP_RPG7_ARCH.RPG7_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=750 DamageRadius=400 //1000 //250 DamageFalloffExponent=2 //3 DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive_RPG7' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_RPG7_ARCH.RPG7_Explosion' ExplosionSound=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_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 }