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ATDRL_GrenadeBase
Parent: AActor
This is the base class to use for any type of grenade you'd like to implement.
Similarly to other classes (i.e. ATDRL_Item) this class implement a set of static information about the grenade class.
Name: Display name for this object
MaxArchDistance: Max distance the the player can reach with a parabolic throw. If the cursor's distance from player is greater than this value, a linear throw will be used instead.
MaxForce: Max force to apply, this will be scaled by the character's throwing multiplier value
Icon: Icon used for UI (Soft Pointer)
Preview Mesh: Grenade preview mesh, used while the character's holding the grenade in its hand
Socket: The socket this item will be attached to when equipped
Delay: Time delay between receiving the input and actually throw this grenade. Used to calibrate animations independently.
Throw Montage: Throwing action animation montage.
Time Adjustment: Used to anticipate or delay the throwing animation.
Lifetime: Time before exploding (start when the grenade is thrown)
Persistent Effect: Class to spawn after the explosion. Used for effects persisting in the game after the main grenade actor exploded and is removed, like fire.
Trail Effect: Grenade trail effect (Niagara)
Explosion Effect: Grenade explosion effect (Niagara)
Explosion sound effect: Grenade explosion sound effect
It's just a ATDRL_GrenadeBase with a light attached to it.
Most basic grenade class you can think of. When exploding, it will apply a radial damage and a radial field (used to trigger chaos destructions)
Very similar to Grenade Base, but this class overrides the explosion timer and triggers the explosion on hit event. It will also spawn the persistent class "fire"