//============================================================================= // KFProj_ThermiteSplash //============================================================================= // Projectile class for the thermite rocket launchers //============================================================================= // Killing Floor 2 // Copyright (C) 2021 Tripwire Interactive LLC //============================================================================= class KFProj_ThermiteSplash extends KFProj_MolotovSplash; /* simulated function Tick(float Delta) { super.Tick(Delta); if (WorldInfo.NetMode != NM_Client && WorldInfo.NetMode != NM_Standalone) { return; } // Rotate towards velocity: if (VSizeSq(Velocity) > 0) { SetRotation(rotator(Normal(Velocity))); } } */ defaultproperties { Physics=PHYS_Falling bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly // network bNetTemporary=False bAlwaysReplicateExplosion=true AlwaysRelevantDistanceSquared=6250000 // 25m // gameplay bBlockedByInstigator=false GlassShatterType=FMGS_ShatterNone // audio bStopAmbientSoundOnExplode=false bAutoStartAmbientSound=true bAmbientSoundZedTimeOnly=false AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop' AmbientSoundStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop' Begin Object name=AmbientAkSoundComponent bStopWhenOwnerDestroyed=true bForceOcclusionUpdateInterval=true OcclusionUpdateInterval=0.25; End Object AmbientComponent=AmbientAkSoundComponent Components.Add(AmbientAkSoundComponent) // light Begin Object Name=FlamePointLight LightColor=(R=245,G=190,B=140,A=255) Brightness=2.f Radius=300.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=FALSE bCastPerObjectShadows=false bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object // explosion Begin Object Name=ExploTemplate0 Damage=10 DamageRadius=150 DamageFalloffExponent=1.f DamageDelay=0.f // Don't burn the guy that tossed it, it's just too much damage with multiple fires, its almost guaranteed to kill the guy that tossed it bIgnoreInstigator=true MomentumTransferScale=1 // Damage Effects MyDamageType=class'KFDT_Fire_Ground_ThermiteBore' KnockDownStrength=0 FractureMeshRadius=0 ExplosionEffects=KFImpactEffectInfo'wep_thermite_arch.Thermite_GroundFire' bDirectionalExplosion=true // Camera Shake CamShake=none // Dynamic Light ExploLight=FlamePointLight ExploLightStartFadeOutTime=4.2 ExploLightFadeOutTime=0.3 End Object ExplosionTemplate=ExploTemplate0 ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_01' ExplosionActorClass=class'KFExplosion_Thermite' AssociatedPerkClass=class'KFPerk_Firebug' // Ground Fire Perk Skill Alternative FX AltExploEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.GroundFire_Splash_Impacts' }