//============================================================================= // Debug_Flare //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFDebugFlare extends Actor; var PointLightComponent FlareLight; defaultproperties { Physics = PHYS_Falling bCollideActors=true bCollideWorld=true Begin Object Class=PointLightComponent Name=FlareLightComponent LightAffectsClassification=LAC_STATIC_AFFECTING CastShadows=TRUE CastDynamicShadows=TRUE Brightness=1 LightColor=(R=255,G=255,B=255) Radius=1024 End Object Components.Add(FlareLightComponent) FlareLight = FlareLightComponent Begin Object Class=StaticMeshComponent Name=FlareMesh StaticMesh = StaticMesh'EditorMeshes.TexPropSphere' Scale = 0.1 CastShadow = false End Object Components.Add(FlareMesh) Begin Object Class=CylinderComponent Name=Cylinder CollisionRadius=+10.000000 CollisionHeight=+10.000000 CollideActors=true End Object Components.Add(Cylinder) CollisionComponent=Cylinder }