100 lines
2.9 KiB
Ucode
100 lines
2.9 KiB
Ucode
//=============================================================================
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// KFProj_EMPGrenade_Mini
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//=============================================================================
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// EMP Grenade projectile class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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// - Zane Gholson
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//=============================================================================
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class KFProj_EMPGrenade_Mini extends KFProj_EMPGrenade
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hidedropdown;
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//==============
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// Touching
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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if (Other != Instigator && !Other.bWorldGeometry)
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{
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// Don't hit teammates
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if (Other.GetTeamNum() == GetTeamNum())
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{
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return;
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}
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if (!bHasExploded && !bHasDisintegrated)
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{
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GetExplodeEffectLocation(HitLocation, HitNormal, Other);
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TriggerExplosion(HitLocation, HitNormal, Other);
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}
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}
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super.ProcessTouch(Other, HitLocation, HitNormal);
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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=0.25 //0.5
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Speed=4000
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MaxSpeed=4000
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TerminalVelocity=4000
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TossZ=150
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ProjFlightTemplate = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile'
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ProjFlightTemplateZedTime = ParticleSystem'WEP_3P_M79_EMIT.FX_M79_40mm_Projectile_ZEDTIME'
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ExplosionActorClass=class'KFExplosionActor'
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WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_EMPGrenade'
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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=750.f
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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=15 //100
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DamageRadius=350 //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_EMP_EMPGrenade'
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FractureMeshRadius=100
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FracturePartVel=250.0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.EMPGrenade_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_EMP.Play_WEP_EXP_Grenade_EMP_Explosion'
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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=100
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CamShakeOuterRadius=450
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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_Berserker'
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}
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