//============================================================================= // KFProj_HansHEGrenade //============================================================================= // Hans' High Explosive Grenade projectile class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class KFProj_HansHEGrenade extends KFProj_Grenade hidedropdown; simulated function PostBeginPlay() { super(KFProjectile).PostBeginPlay(); SpecialRandSpin(200000); if( Role == ROLE_Authority ) { SetTimer(FuseTime, false, 'ExplodeTimer'); } } /** Special random spin that gets the grenade flipping more end over end due to its shape */ simulated function SpecialRandSpin(float spinRate) { RotationRate.Yaw = (spinRate * 2 *FRand() - spinRate) * 0.05; RotationRate.Pitch = -SpinRate; RotationRate.Roll = (spinRate * 2 *FRand() - spinRate) * 0.05; } defaultproperties { LandedTranslationOffset=(X=-5) ProjFlightTemplate=ParticleSystem'ZED_Hans_EMIT.FX_Grenade_Explosive_01' ExplosionActorClass=class'KFExplosionActor' FuseTime=3 // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=95 DamageRadius=800 DamageFalloffExponent=2.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive_HansHEGrenade' KnockDownStrength=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HEGrenade_Explosion' ExplosionSound=AkEvent'WW_ZED_Hans.ZED_Hans_SFX_Grenade_Frag' // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.2 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=450 CamShakeOuterRadius=900 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Temporary effect (5.14.14) ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' }