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

99 lines
3.3 KiB
Ucode

//=============================================================================
// KFProj_Explosive_HRGWinterbite
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFProj_Explosive_HRGWinterbite extends KFProj_BallisticExplosive;
simulated function AdjustCanDisintigrate() {}
simulated protected function PrepareExplosionTemplate()
{
// skip KFProj_BallisticExplosive because it applies Demo skills
super(KFProjectile).PrepareExplosionTemplate();
}
simulated protected function SetExplosionActorClass()
{
// skip KFProj_BallisticExplosive because it applies Demo skills
super(KFProjectile).SetExplosionActorClass();
}
defaultproperties
{
Physics=PHYS_Falling
Speed= 9000//7500
MaxSpeed= 9000//7500
TerminalVelocity= 9000//7500
TossZ=150
GravityScale=0.15 //0.25
MomentumTransfer=50000.0
ArmDistSquared=0 // set to 0 to keep from dudding
LifeSpan = +10.0f
ProjFlightTemplate=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile'
ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile_ZEDTIME'
ProjDudTemplate=ParticleSystem'WEP_HRG_Winterbite_EMIT.FX_WinterBite_Projectile_Dud'
GrenadeBounceEffectInfo=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_Winterbite_Projectile_Impacts'
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
AltExploEffects=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_WinterBite_Projectile_Explosion_Concussive_Force'
Begin Object Name=CollisionCylinder
CollisionRadius=0.f
CollisionHeight=0.f
End Object
// Grenade explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=50,G=100,B=150,A=255)
Brightness=1.f
Radius=2000.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=20
DamageRadius=200
DamageFalloffExponent=0
DamageDelay=0.f
//Impulse applied to Zeds
MomentumTransferScale=1
// Damage Effects
MyDamageType=class'KFDT_Explosive_HRGWinterbite'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Winterbite_ARCH.FX_WinterBite_Projectile_Explosion'
ExplosionSound=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Explode_Ice'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.3
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=0
CamShakeOuterRadius=300
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_M79.Play_WEP_SA_M79_Projectile_Loop'
AmbientSoundStopEvent=AkEvent'WW_WEP_SA_M79.Stop_WEP_SA_M79_Projectile_Loop'
}