//============================================================================= // KFProj_ShrinkRay //============================================================================= // Projectile class for ground fire from Shrink ray, etc //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class KFProj_ShrinkRay extends KFProj_GroundFire; defaultproperties { bWarnAIWhenFired=true // pointlight at far end of spray Begin Object Name=FlamePointLight LightColor=(R=13,G=193,B=42,A=255) Brightness=0.25f Radius=500.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=TRUE bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=0 DamageRadius=0.0 DamageFalloffExponent=1.f DamageDelay=0.f MyDamageType=none // Don't burn the guy with the flamethrower bIgnoreInstigator=true // Dynamic Light ExploLight=FlamePointLight ExploLightStartFadeOutTime=0.3 ExploLightFadeOutTime=0.1 ExploLightFlickerIntensity=1.f ExploLightFlickerInterpSpeed=50.f // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'WEP_ShrinkRay_Gun_ARCH.Beam_Impacts' ExplosionSound=none MomentumTransferScale=1 bAllowPerMaterialFX=false // Camera Shake CamShake=none End Object ExplosionTemplate=ExploTemplate0 }