//============================================================================= // KFProj_MedicGrenade_Mini //============================================================================= // Alt-ammo class for KFWeap_AssaultRifle_MedicGrenadeLauncher //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class KFProj_MedicGrenade_Mini extends KFProj_MedicGrenade; simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) { local TraceHitInfo HitInfo; super.HitWall(HitNormal, Wall, WallComp); // Damage some destructibles... if (Pawn(Wall) == none && !Wall.bStatic && Wall.bCanBeDamaged) { HitInfo.HitComponent = WallComp; HitInfo.Item = INDEX_None; Wall.TakeDamage(Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType, HitInfo, self); } } /** Adjusts movement/physics of projectile. * Returns true if projectile actually bounced / was allowed to bounce */ simulated function bool Bounce( vector HitNormal, Actor BouncedOff ) { super.Bounce(HitNormal, BouncedOff); // stop and drop Disable( 'Touch' ); Velocity = vect(0,0,0); return true; } simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { // ... Damage other destructibles? if (Other != Instigator && !Other.bStatic) { if (!CheckRepeatingTouch(Other) && Other.GetTeamNum() != GetTeamNum()) { ProcessBulletTouch(Other, HitLocation, HitNormal); } } Disable( 'Touch' ); Velocity = Vect(0,0,0); } defaultproperties { Speed=4000 MaxSpeed=4000 TerminalVelocity=4000 GravityScale=0.5 TossZ=150 // set collision size to 0 so it doesn't cause non-zero extent checks against zeds Begin Object Name=CollisionCylinder CollisionRadius=0.f CollisionHeight=0.f End Object FuseTime=0.01 PostExplosionLifetime=15 bWarnAIWhenFired=true bSyncToOriginalLocation=true bSyncToThirdPersonMuzzleLocation=true bUpdateSimulatedPosition=true bDamageDestructiblesOnTouch=true Damage=50 MyDamageType=class'KFDT_Ballistic_MedicRifleGrenadeLauncherImpact' ProjFlightTemplate=ParticleSystem'WEP_Medic_GrenadeLauncher_EMIT.FX_Medic_GrenadeLauncher_Projectile' ProjFlightTemplateZedTime=ParticleSystem'WEP_Medic_GrenadeLauncher_EMIT.FX_Medic_GrenadeLauncher_Projectile_ZEDTIME' ExplosionActorClass=class'KFExplosion_MedicGrenadeMini' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=60 //50 //150 DamageRadius=500 //350 DamageFalloffExponent=0.f DamageDelay=0.f MyDamageType=class'KFDT_Toxic_MedicGrenadeLauncher' // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.MedicGrenade_Explosion' ExplosionSound=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_Grenade_Explosion' MomentumTransferScale=0 // Camera Shake CamShake=none CamShakeInnerRadius=0 CamShakeOuterRadius=0 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AssociatedPerkClass=class'KFPerk_FieldMedic' }