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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_MicrowaveImpact.uc
2020-12-13 18:01:13 +03:00

75 lines
2.2 KiB
Ucode

//=============================================================================
// KFProj_MicrowaveImpact
//=============================================================================
// Projectile class for ground impact from the microwave gun
// Really only here for decal effects for now
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_MicrowaveImpact extends KFProjectile;
/**
* Set the initial velocity and cook time
*/
simulated function PostBeginPlay()
{
Super.PostBeginPlay();
TriggerExplosion(Location,vector(Rotation), None);
}
/*********************************************************************************************
* Collision
********************************************************************************************* */
simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
Super(Projectile).Touch(Other, OtherComp, HitLocation, HitNormal);
}
/**
* Force the fire not to burn the instigator, since setti ng it in the default props is not working for some reason - Ramm
*/
simulated protected function PrepareExplosionTemplate()
{
ExplosionTemplate.bIgnoreInstigator=true;
}
defaultproperties
{
PostExplosionLifetime=1.5
bStopAmbientSoundOnExplode=false
bAutoStartAmbientSound=true
bAmbientSoundZedTimeOnly=false
ExplosionActorClass=class'KFExplosion_GroundFire'
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=0
DamageRadius=0.0
DamageFalloffExponent=1.f
DamageDelay=0.f
MyDamageType=class'KFDT_Microwave_Beam'
// Don't burn the guy with the flamethrower
bIgnoreInstigator=true
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'WEP_Microwave_Gun_ARCH.Beam_Impacts'
ExplosionSound=none
MomentumTransferScale=0
bAllowPerMaterialFX=true
// Camera Shake
CamShake=none
End Object
ExplosionTemplate=ExploTemplate0
}