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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFImpactEffectInfo
//=============================================================================
// Class that stores the content references for impact effects
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFImpactEffectInfo extends Object
dependson(KFPhysicalMaterialProperty)
hidecategories(Object)
editinlinenew;
/** struct for list to map material types supported by an actor to impact sounds and effects */
struct immutablewhencooked MaterialImpactEffect
{
var() EMaterialTypes MaterialType;
/** Sound to play for this impact **/
var() AkBaseSoundObject Sound;
/** AKEvent to play when stopping this sound, used for looping sound impacts like fire **/
var() AkBaseSoundObject StopSoundEvent;
var() ParticleSystem ParticleTemplate;
var() array<MaterialInterface> DecalMaterials;
/** MaterialInstance param name for dissolving the decal **/
var() name DecalDissolveParamName;
/** How long the decal should last before fading out **/
var() float DecalDuration;
/** Uniform scale between MIN/MAX, rather than Width and Height */
var() float DecalMinSize<ClampMin=8.0 | ClampMax=256.0>;
var() float DecalMaxSize<ClampMin=8.0 | ClampMax=256.0>;
/** Don't randomely rotate this decal */
var() bool bNoDecalRotation;
StructDefaultProperties
{
DecalDuration=24.0
DecalDissolveParamName="DissolveAmount"
DecalMinSize=16.0
DecalMaxSize=16.0
}
};
/** impact effects by material type */
var() array<MaterialImpactEffect> ImpactEffects;
/** default impact effect to use if a material specific one isn't found */
var() MaterialImpactEffect DefaultImpactEffect;
/** sound that is played when the bullets go whizzing past your head */
var() AkEvent BulletWhipSnd;
/** If true, make splash effect for local player when hit water */
var() bool bMakeSplash;
var() ParticleSystem SplashEffectTemplate<EditCondition=bMakeSplash>;
/** List of particles that play for any impact material type */
var() array<ParticleSystem> GlobalImpactEffectEffects;
defaultproperties
{
}