108 lines
3.2 KiB
Ucode
108 lines
3.2 KiB
Ucode
//=============================================================================
|
|
// KFProj_Bullet_HRG_Boomy
|
|
//=============================================================================
|
|
// Class Description
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
|
//=============================================================================
|
|
|
|
class KFProj_Bullet_HRG_Stunner_Alt extends KFProj_BallisticExplosive
|
|
hidedropdown;
|
|
|
|
var protected KFWeapon OwnerWeapon;
|
|
|
|
/** Initialize the projectile */
|
|
function Init( vector Direction )
|
|
{
|
|
super.Init( Direction );
|
|
|
|
OwnerWeapon = KFWeapon( Owner );
|
|
if( OwnerWeapon != none )
|
|
{
|
|
OwnerWeapon.LastPelletFireTime = WorldInfo.TimeSeconds;
|
|
}
|
|
}
|
|
|
|
/** Don't allow more than one pellet projectile to perform this check in a single frame */
|
|
function bool ShouldWarnAIWhenFired()
|
|
{
|
|
return super.ShouldWarnAIWhenFired() && OwnerWeapon != none && OwnerWeapon.LastPelletFireTime < WorldInfo.TimeSeconds;
|
|
}
|
|
|
|
simulated protected function PrepareExplosionTemplate()
|
|
{
|
|
super.PrepareExplosionTemplate();
|
|
|
|
/** Since bIgnoreInstigator is transient, its value must be defined here */
|
|
ExplosionTemplate.bIgnoreInstigator = true;
|
|
}
|
|
|
|
simulated function AdjustCanDisintigrate() {}
|
|
|
|
/** Can be overridden in subclasses to exclude specific projectiles from nuking */
|
|
simulated function bool AllowNuke()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
MaxSpeed=22500.0
|
|
Speed=22500.0
|
|
|
|
DamageRadius=0
|
|
|
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
|
ProjFlightTemplate=ParticleSystem'WEP_HRG_Stunner_EMIT.FX_HRG_Stunner_ALT_Tracer_ZEDTime'
|
|
ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Stunner_EMIT.FX_HRG_Stunner_ALT_Tracer_ZEDTime'
|
|
|
|
// Grenade explosion light
|
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
|
LightColor=(R=252,G=218,B=171,A=255)
|
|
Brightness=0.5f
|
|
Radius=400.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=40 //50
|
|
DamageRadius=300 //250 //150
|
|
DamageFalloffExponent=2.f
|
|
DamageDelay=0.f
|
|
MomentumTransferScale=10000
|
|
|
|
// Damage Effects
|
|
MyDamageType=class'KFDT_Explosive_HRG_Stunner'
|
|
KnockDownStrength=150
|
|
FractureMeshRadius=200.0
|
|
FracturePartVel=500.0
|
|
|
|
ExplosionSound=AkEvent'WW_WEP_HRG_Stunner.Play_WEP_HRG_Stunner_Alt_Fire_Explosion'
|
|
ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Stunner_ARCH.WEB_HRG_Stunner_Impacts'
|
|
|
|
// Dynamic Light
|
|
ExploLight=ExplosionPointLight
|
|
ExploLightStartFadeOutTime=0.0
|
|
ExploLightFadeOutTime=0.3
|
|
|
|
bIgnoreInstigator=true
|
|
|
|
// Camera Shake
|
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
|
CamShakeInnerRadius=0
|
|
CamShakeOuterRadius=300
|
|
CamShakeFalloff=1.5f
|
|
bOrientCameraShakeTowardsEpicenter=true
|
|
End Object
|
|
ExplosionTemplate=ExploTemplate0
|
|
}
|
|
|