//============================================================================= // KFExplosion_HRGScorcherGroundFire //============================================================================= // Explosion actor class for HRG Scorcher ground fire //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC // Roberto Moreno (Saber Interactive) //============================================================================= class KFExplosion_HRGScorcherGroundFire extends KFExplosionActorLingering; /** Replacement particles to play when hitting surfaces at different angles */ var() ParticleSystem LoopingParticleEffectAlternate;//used when Firebug's splash skill activated var() ParticleSystem LoopingParticleEffectCeiling; var() ParticleSystem LoopingParticleEffectWall; defaultproperties { bDoFullDamage=true // How often, in seconds, we should apply burn Interval=0.5 // How long the ground fire should stick around MaxTime=6.0 //5.0 LoopingParticleEffect=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ground_Loop' LoopingParticleEffectAlternate=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ground_Loop_Blue' LoopingParticleEffectCeiling=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Ceiling' LoopingParticleEffectWall=ParticleSystem'WEP_HRGScorcher_Pistol_EMIT.FX_Splash_Fire_Wall_Loop' LoopStartEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop' LoopStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop' }