80 lines
2.7 KiB
Ucode
80 lines
2.7 KiB
Ucode
//=============================================================================
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// KFProj_HighExplosive_M32
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//=============================================================================
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// High explosive grenade launcher grenade for the M32
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_HighExplosive_M32 extends KFProj_BallisticExplosive
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hidedropdown;
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defaultproperties
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{
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Physics=PHYS_Falling
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Speed=5000
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MaxSpeed=5000
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TerminalVelocity=5000
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TossZ=150
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GravityScale=0.25
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MomentumTransfer=50000.0
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ArmDistSquared=150000 // 4.0 meters
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LifeSpan=25.f
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bWarnAIWhenFired=true
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ProjFlightTemplate=ParticleSystem'WEP_3P_M32_MGL_EMIT.FX_M32_MGL_40mm_Projectile'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_3P_M32_MGL_EMIT.FX_M32_MGL_40mm_Projectile_ZEDTIME'
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ProjDudTemplate=ParticleSystem'WEP_3P_M32_MGL_EMIT.FX_M32_MGL_40mm_Projectile_Dud'
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GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts'
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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AltExploEffects=KFImpactEffectInfo'WEP_M79_ARCH.M79Grenade_Explosion_Concussive_Force'
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// Grenade explosion light
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=252,G=218,B=171,A=255)
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Brightness=4.f
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Radius=2000.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=False
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bCastPerObjectShadows=false
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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=225
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DamageRadius=850 //800
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DamageFalloffExponent=2 //2
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_M32'
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KnockDownStrength=0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'WEP_M79_ARCH.M79Grenade_Explosion'
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ExplosionSound=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Explosion'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.2
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
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CamShakeInnerRadius=0
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CamShakeOuterRadius=900
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CamShakeFalloff=3.f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Projectile_Loop'
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AmbientSoundStopEvent=AkEvent'WW_WEP_SA_M79.Stop_WEP_SA_M79_Projectile_Loop'
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}
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