75 lines
2.2 KiB
Ucode
75 lines
2.2 KiB
Ucode
//=============================================================================
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// KFProj_MicrowaveImpact
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//=============================================================================
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// Projectile class for ground impact from the microwave gun
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// Really only here for decal effects for now
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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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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFProj_MicrowaveImpact extends KFProjectile;
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/**
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* Set the initial velocity and cook time
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*/
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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TriggerExplosion(Location,vector(Rotation), None);
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}
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/*********************************************************************************************
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* Collision
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********************************************************************************************* */
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simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
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{
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Super(Projectile).Touch(Other, OtherComp, HitLocation, HitNormal);
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}
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/**
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* Force the fire not to burn the instigator, since setti ng it in the default props is not working for some reason - Ramm
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*/
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simulated protected function PrepareExplosionTemplate()
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{
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ExplosionTemplate.bIgnoreInstigator=true;
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}
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defaultproperties
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{
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PostExplosionLifetime=1.5
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bStopAmbientSoundOnExplode=false
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bAutoStartAmbientSound=true
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bAmbientSoundZedTimeOnly=false
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ExplosionActorClass=class'KFExplosion_GroundFire'
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=0
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DamageRadius=0.0
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MyDamageType=class'KFDT_Microwave_Beam'
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// Don't burn the guy with the flamethrower
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bIgnoreInstigator=true
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// Damage Effects
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KnockDownStrength=0
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KnockDownRadius=0
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FractureMeshRadius=0
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FracturePartVel=0
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ExplosionEffects=KFImpactEffectInfo'WEP_Microwave_Gun_ARCH.Beam_Impacts'
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ExplosionSound=none
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MomentumTransferScale=0
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bAllowPerMaterialFX=true
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// Camera Shake
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CamShake=none
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End Object
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ExplosionTemplate=ExploTemplate0
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}
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