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