//============================================================================= // KFProj_FlameThrower_GroundFire //============================================================================= // Projectile class for ground fire from flamethrowers, etc //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class KFProj_FlameThrower_GroundFire extends KFProj_GroundFire; simulated protected function PrepareExplosionActor(GameExplosionActor GEA) { local KFExplosionActorLingering KFE_GroundFire; local KFPlayerController KFPC; local KFPerk InstigatorPerk; super.PrepareExplosionActor(GEA); KFE_GroundFire = KFExplosionActorLingering( GEA ); if( KFE_GroundFire != none ) { if (Instigator != none && Instigator.Controller != none) { KFPC = KFPlayerController(Instigator.Controller); if (KFPC != none) { InstigatorPerk = KFPC.GetPerk(); if (InstigatorPerk != none && InstigatorPerk.IsRangeActive()) { KFE_GroundFire.MaxTime = KFE_GroundFire.default.MaxTime * InstigatorPerk.GetRangeGroundFireDurationMod(); KFE_GroundFire.FadeOutTime = KFE_GroundFire.MaxTime * 0.25f; KFE_GroundFire.LoopingParticleEffect=ParticleSystem'WEP_3P_Molotov_EMIT.FX_Molotov_ground_fire_01'; //KFE_GroundFire.LoopingParticleEffect=ParticleSystem'WEP_Flamethrower_EMIT.FX_Ground_fire_Splash_01'; } } } } } defaultproperties { bWarnAIWhenFired=true // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=10 DamageRadius=100.0 DamageFalloffExponent=1.f DamageDelay=0.f MyDamageType=class'KFDT_Fire_Ground_FlameThrower' // Don't burn the guy with the flamethrower bIgnoreInstigator=true // Dynamic Light ExploLight=FlamePointLight ExploLightStartFadeOutTime=1.5 ExploLightFadeOutTime=0.5 ExploLightFlickerIntensity=5.f ExploLightFlickerInterpSpeed=15.f // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=0 FracturePartVel=0 ExplosionEffects=KFImpactEffectInfo'WEP_Flamethrower_ARCH.GroundFire_Impacts' ExplosionSound=none MomentumTransferScale=1 bAllowPerMaterialFX=true // Camera Shake CamShake=none End Object ExplosionTemplate=ExploTemplate0 }