//============================================================================= // KFProj_FragGrenade //============================================================================= // Frag Grenade projectile class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class KFProj_FragGrenade extends KFProj_Grenade hidedropdown; defaultproperties { bWarnAIWhenFired=true LandedTranslationOffset=(X=2) ProjFlightTemplate=ParticleSystem'WEP_3P_MKII_EMIT.FX_MKII_Grenade_Mesh' ExplosionActorClass=class'KFExplosionActor' WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Grenade' // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=200 //225 DamageRadius=900 //800 DamageFalloffExponent=1.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive_FragGrenade' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.FragGrenade_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.2 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=200 CamShakeOuterRadius=900 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true // Shards ShardClass=class'KFProj_GrenadeShard' NumShards=10 End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AssociatedPerkClass=class'KFPerk_Support' }