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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_HRG_Locust.uc

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4.6 KiB
Ucode

//=============================================================================
// KFProj_HRG_Locust
//=============================================================================
// HRG Locust projectile
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//
//=============================================================================
class KFProj_HRG_Locust extends KFProj_BallisticExplosive
hidedropdown;
/** Our intended target actor */
var private KFPawn LockedTarget;
/** How much 'stickyness' when seeking toward our target. Determines how accurate rocket is */
var const float SeekStrength;
replication
{
if( bNetInitial )
LockedTarget;
}
function SetLockedTarget( KFPawn NewTarget )
{
LockedTarget = NewTarget;
}
simulated function bool AllowNuke()
{
return false;
}
simulated function bool AllowDemolitionistConcussive()
{
return false;
}
simulated function bool AllowDemolitionistExplosionChangeRadius()
{
return false;
}
simulated event Tick( float DeltaTime )
{
local vector TargetImpactPos, DirToTarget;
super.Tick( DeltaTime );
// Skip the first frame, then start seeking
if( !bHasExploded
&& LockedTarget != none
&& Physics == PHYS_Projectile
&& Velocity != vect(0,0,0)
&& LockedTarget.IsAliveAndWell()
&& `TimeSince(CreationTime) > 0.03f )
{
// Grab our desired relative impact location from the weapon class
TargetImpactPos = class'KFWeap_HRG_Locust'.static.GetLockedTargetLoc( LockedTarget );
// Seek towards target
Speed = VSize( Velocity );
DirToTarget = Normal( TargetImpactPos - Location );
Velocity = Normal( Velocity + (DirToTarget * (SeekStrength * DeltaTime)) ) * Speed;
// Aim rotation towards velocity every frame
SetRotation( rotator(Velocity) );
}
}
simulated protected function PrepareExplosionTemplate()
{
local Weapon OwnerWeapon;
local Pawn OwnerPawn;
local KFPerk_Survivalist Perk;
super(KFProjectile).PrepareExplosionTemplate();
OwnerWeapon = Weapon(Owner);
if (OwnerWeapon != none)
{
OwnerPawn = Pawn(OwnerWeapon.Owner);
if (OwnerPawn != none)
{
Perk = KFPerk_Survivalist(KFPawn(OwnerPawn).GetPerk());
if (Perk != none)
{
ExplosionTemplate.DamageRadius *= KFPawn(OwnerPawn).GetPerk().GetAoERadiusModifier();
}
}
}
}
defaultproperties
{
Physics=PHYS_Projectile
Speed=4000 //6000
MaxSpeed=4000 //6000
TossZ=0
GravityScale=1.0
MomentumTransfer=0.0f
Damage=10
DamageRadius=0
SeekStrength=928000.0f // 128000.0f
bWarnAIWhenFired=true
ProjFlightTemplate=ParticleSystem'WEP_HRG_Locust_EMIT.FX_HRG_Locust_Projectile'
ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Locust_EMIT.FX_HRG_Locust_Projectile_ZED_TIME'
ProjDisintegrateTemplate=ParticleSystem'WEP_HRG_Locust_EMIT.FX_Flying_Bugs_dispersion'
AmbientSoundPlayEvent=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Projectile'
AmbientSoundStopEvent=AkEvent'WW_WEP_Seeker_6.Stop_WEP_Seeker_6_Projectile'
ExplosionActorClass=class'KFExplosion_HRG_Locust'
AltExploEffects=KFImpactEffectInfo'WEP_HRG_Locust_ARCH.FX_HRG_Locust_Explosion_Concussive_force'
// Grenade explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=4.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=60
DamageRadius=200
DamageFalloffExponent=0.5f
DamageDelay=0.f
//Impulse applied to Zeds
MomentumTransferScale=1
// Damage Effects
MyDamageType=class'KFDT_Explosive_HRG_Locust'
KnockDownStrength=0
FractureMeshRadius=0.0
FracturePartVel=0.0
ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Locust_ARCH.FX_HRG_Locust_Explosion_Concussive_force'
ExplosionSound=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Explosion'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=0
CamShakeOuterRadius=500
CamShakeFalloff=3.f
bOrientCameraShakeTowardsEpicenter=true
bIgnoreInstigator=true
End Object
ExplosionTemplate=ExploTemplate0
bCanDisintegrate=false
}