//============================================================================= // KFGameExplosion //============================================================================= // Explosion Template //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Author 9/16/2013 //============================================================================= class KFGameExplosion extends GameExplosion native; /** When this projectile explodes, this is the shard to spawn, if any **/ var() class ShardClass; /** If the projectile is going to explode with shards, this is number of shards to spawn **/ var() int NumShards; /** Impact info (decal, vfx, etc.), so that each explosion type on various surfaces can have different effects if desired. Doesn't do anything with the sound */ var() KFImpactEffectInfo ExplosionEffects; /** Amount to heal humans on impact */ var() float HealingAmount; /** The damage type for healing humans on impact */ var class HealingDamageType; native function KFGameExplosion Duplicate(); defaultproperties { Damage=200 DamageRadius=500 DamageFalloffExponent=1.f DamageDelay=0.f // Damage Effects MyDamageType=class'KFDT_Explosive' KnockDownStrength=100 MomentumTransferScale=50000.0 FractureMeshRadius=200.0 FracturePartVel=500.0 HealingAmount=0; // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Default_Misc' CamShakeInnerRadius=450 CamShakeOuterRadius=900 CamShakeFalloff=1.f bOrientCameraShakeTowardsEpicenter=true HealingDamageType=class'KFDT_Healing' }