Yeah OK, i'll give you the files when i can find out my FileFront pass (just sent a request for password in e-mail).
Oh and porkmanii, its offspring DO explode.
Oh and porkmanii, its offspring DO explode.
function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { if (bDeleteMe || Level.bLevelChange || Level.Game == None) return; // already destroyed, or level is being cleaned up Health = Min(0, Health); if (DrivenVehicle != None) DrivenVehicle.DriverDied(); Level.Game.NotifyKilled(Killer, Controller, self); // discard Inventory, but not the flag! PlayerReplicationInfo = none; Level.Game.DiscardInventory(self); DrivenVehicle = None; if (IsHumanControlled()) PlayerController(Controller).ForceDeathUpdate(); BlowUp(HitLocation); } simulated function BlowUp(Vector HitLocation) { if (Role == ROLE_Authority) HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation); PlaySound(ExplodeSound, SLOT_Misc); if ( Role == ROLE_Authority && EffectIsRelevant(Location,false) ) Spawn(class'ONSMASCannonImplosionEffect'); // Previously ONSGrenadeExplosionEffect Destroy(); }
defaultproperties { Damage=6000.000000 //Previously 95 DamageRadius=2200.000000 // Previously 250 MomentumTransfer=50000.000000 MyDamageType=Class'OnslaughtFull.DamTypeMASCannon' //Onslaught.DamTypeONSMine //ExplodeSound=SoundGroup'WeaponSounds.RocketLauncher.RocketLauncherFire' ExplodeSound=Sound'ONSVehicleSounds-S.MAS.MASBIGFire01' .... .... }
Victims.SetDelayedDamageInstigatorController( InstigatorController );
//ONSPowerCore if (damageType == None || !damageType.default.bDelayedDamage) DelayedDamageInstigatorController = None; if (instigatedBy != None && instigatedBy.Controller != None) InstigatorController = instigatedBy.Controller; else InstigatorController = DelayedDamageInstigatorController;
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