//============================================================================= // KFVehicleMovementEffect //============================================================================= // Visual effect that is spawned by someone on a vehicle //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Based on UDKVehicleMovementEffect Copyright 1998-2012 Epic Games, Inc. // - Andrew "Strago" Ladenberger //============================================================================= class KFVehicleMovementEffect extends Actor native(Effect); /** The static mesh that can be used as a speed effect*/ var staticmeshcomponent AirEffect; /** slower than this will disable the effect*/ var float MinVelocityForAirEffect; /** At this speed the air effect is at full level */ var float MaxVelocityForAirEffect; /** the param in the material(0) of the AirEffect to scale from 0-1*/ var name AirEffectScalar; /** Max change per second of AirCurrentLevel */ var float AirMaxDelta; /** Current level of the air effect */ var float AirCurrentLevel; cpptext { virtual void TickSpecial(FLOAT DeltaTime); } defaultproperties { Begin Object Class=StaticMeshComponent Name=AerialMesh CollideActors=false CastShadow=false bAcceptsLights=false bOnlyOwnerSee=true MaxDrawDistance=7500 BlockRigidBody=false BlockActors=false AbsoluteRotation=true End Object Components.Add(AerialMesh) AirEffect=AerialMesh MinVelocityForAirEffect=15000.0f MaxVelocityForAirEffect=850000.0f AirMaxDelta=0.05f; AirEffectScalar=Wind_Opacity }