92 lines
2.6 KiB
Ucode
92 lines
2.6 KiB
Ucode
//=============================================================================
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// KFProj_FreezeGrenade
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//=============================================================================
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// Freeze Grenade projectile class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Jeff Robinson
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//=============================================================================
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class KFProj_FreezeGrenade extends KFProj_Grenade
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hidedropdown;
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simulated function PostBeginPlay()
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{
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super.PostBeginPlay();
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// fuze starts at rest
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ClearTimer(nameof(ExplodeTimer));
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}
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simulated event GrenadeIsAtRest()
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{
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super.GrenadeIsAtRest();
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if (Role == ROLE_Authority)
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{
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SetTimer(FuseTime, false, 'ExplodeTimer');
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}
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}
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defaultproperties
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{
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LandedTranslationOffset=(X=2)
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FuseTime=0.15 //0.5
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ProjFlightTemplate=ParticleSystem'WEP_Freeze_Grenade_EMIT.FX_Freeze_Grenade_Mesh'
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ExplosionActorClass=class'KFExplosionActor'
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WeaponSelectTexture=Texture2D'WEP_UI_LN2_Grenade_TEX.UI_WeaponSelect_SharpshooterGrenade'
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// Grenade explosion light
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Begin Object Name=ExplosionPointLight
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LightColor=(R=128,G=200,B=255,A=255)
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Brightness=4.f
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Radius=1500.f //1500
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=True
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=25 //100
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DamageRadius=900//600
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DamageFalloffExponent=1 //2
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Freeze_FreezeGrenade'
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'WEP_Freeze_Grenade_Arch.FreezeGrenade_Explosion'
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ExplosionSound=AkEvent'WW_WEP_Freeze_Grenade.Play_Freeze_Grenade_Explo'
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MomentumTransferScale=1
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.5
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ExploLightFadeOutTime=0.25
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ExploLightFlickerIntensity=5.f
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ExploLightFlickerInterpSpeed=15.f
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=200
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CamShakeOuterRadius=900
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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// Temporary effect (5.14.14)
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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AssociatedPerkClass=class'KFPerk_Sharpshooter'
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}
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