37 lines
1.6 KiB
Ucode
37 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFExplosion_HRGScorcherGroundFire
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//=============================================================================
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// Explosion actor class for HRG Scorcher ground fire
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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// Roberto Moreno (Saber Interactive)
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//=============================================================================
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class KFExplosion_HRGScorcherGroundFire extends KFExplosionActorLingering;
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/** Replacement particles to play when hitting surfaces at different angles */
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var() ParticleSystem LoopingParticleEffectAlternate;//used when Firebug's splash skill activated
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var() ParticleSystem LoopingParticleEffectCeiling;
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var() ParticleSystem LoopingParticleEffectWall;
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defaultproperties
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{
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bDoFullDamage=true
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// How often, in seconds, we should apply burn
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Interval=0.5
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// How long the ground fire should stick around
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MaxTime=6.0 //5.0
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LoopingParticleEffect=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ground_Loop'
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LoopingParticleEffectAlternate=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ground_Loop_Blue'
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LoopingParticleEffectCeiling=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ceiling'
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LoopingParticleEffectWall=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Wall_Loop'
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LoopStartEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop'
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LoopStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop'
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}
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