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KF2-Dev-Scripts/KFGame/Classes/KFVehicleMovementEffect.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFVehicleMovementEffect
//=============================================================================
// Visual effect that is spawned by someone on a vehicle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Based on UDKVehicleMovementEffect Copyright 1998-2012 Epic Games, Inc.
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFVehicleMovementEffect extends Actor
native(Effect);
/** The static mesh that can be used as a speed effect*/
var staticmeshcomponent AirEffect;
/** slower than this will disable the effect*/
var float MinVelocityForAirEffect;
/** At this speed the air effect is at full level */
var float MaxVelocityForAirEffect;
/** the param in the material(0) of the AirEffect to scale from 0-1*/
var name AirEffectScalar;
/** Max change per second of AirCurrentLevel */
var float AirMaxDelta;
/** Current level of the air effect */
var float AirCurrentLevel;
cpptext
{
virtual void TickSpecial(FLOAT DeltaTime);
}
defaultproperties
{
Begin Object Class=StaticMeshComponent Name=AerialMesh
CollideActors=false
CastShadow=false
bAcceptsLights=false
bOnlyOwnerSee=true
MaxDrawDistance=7500
BlockRigidBody=false
BlockActors=false
AbsoluteRotation=true
End Object
Components.Add(AerialMesh)
AirEffect=AerialMesh
MinVelocityForAirEffect=15000.0f
MaxVelocityForAirEffect=850000.0f
AirMaxDelta=0.05f;
AirEffectScalar=Wind_Opacity
}