//============================================================================= // KFProj_Husk_Fireball_Versus //============================================================================= // Versus version of the husk fireball //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFProj_Husk_Fireball_Versus extends KFProj_Husk_Fireball; DefaultProperties { ProjFlightTemplate=ParticleSystem'ZED_Patriarch_EMIT.FX_Patriarch_Rocket_Projectile' // Explosion template Begin Object Name=ExploTemplate0 Damage=23 DamageRadius=650 //450 //550 DamageFalloffExponent=1.f //1.0 DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Fire_HuskFireball' MomentumTransferScale=60000.f KnockDownStrength=100 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskProjectile_Explosion' ExplosionSound=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_Impact' ExplosionEmitterScale=2.f // Dynamic Light ExploLight=ExplosionPointLight ExploLightStartFadeOutTime=0.0 ExploLightFadeOutTime=0.5 // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball' CamShakeInnerRadius=450 CamShakeOuterRadius=900 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true End Object ExplosionTemplate=ExploTemplate0 // Ground fire bSpawnGroundFire=true BurnDuration=4.f BurnDamageInterval=0.25f GroundFireExplosionActorClass=class'KFExplosion_HuskFireballGroundFire' // Fire light Begin Object Name=FlamePointLight LightColor=(R=245,G=190,B=140,A=255) Brightness=4.f Radius=500.f FalloffExponent=10.f CastShadows=False CastStaticShadows=FALSE CastDynamicShadows=TRUE bEnabled=FALSE LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) End Object Begin Object Name=ExploTemplate1 Damage=1 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=0 // Damage Effects MyDamageType=class'KFDT_Fire_ZedGround' KnockDownStrength=0 FractureMeshRadius=0 ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_GroundFire' bDirectionalExplosion=true // Camera Shake CamShake=none // Dynamic Light ExploLight=FlamePointLight ExploLightStartFadeOutTime=1.5f ExploLightFadeOutTime=0.3 End Object GroundFireExplosionTemplate=ExploTemplate1 }