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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_Husk_Fireball_Versus.uc
2020-12-13 18:01:13 +03:00

93 lines
2.8 KiB
Ucode

//=============================================================================
// KFProj_Husk_Fireball_Versus
//=============================================================================
// Versus version of the husk fireball
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFProj_Husk_Fireball_Versus extends KFProj_Husk_Fireball;
DefaultProperties
{
ProjFlightTemplate=ParticleSystem'ZED_Patriarch_EMIT.FX_Patriarch_Rocket_Projectile'
// Explosion template
Begin Object Name=ExploTemplate0
Damage=23
DamageRadius=650 //450 //550
DamageFalloffExponent=1.f //1.0
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Fire_HuskFireball'
MomentumTransferScale=60000.f
KnockDownStrength=100
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskProjectile_Explosion'
ExplosionSound=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_Impact'
ExplosionEmitterScale=2.f
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.5
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Ground fire
bSpawnGroundFire=true
BurnDuration=4.f
BurnDamageInterval=0.25f
GroundFireExplosionActorClass=class'KFExplosion_HuskFireballGroundFire'
// Fire light
Begin Object Name=FlamePointLight
LightColor=(R=245,G=190,B=140,A=255)
Brightness=4.f
Radius=500.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=TRUE
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
Begin Object Name=ExploTemplate1
Damage=1
DamageRadius=150
DamageFalloffExponent=1.f
DamageDelay=0.f
// Don't burn the guy that tossed it, it's just too much damage with multiple fires, its almost guaranteed to kill the guy that tossed it
bIgnoreInstigator=true
MomentumTransferScale=0
// Damage Effects
MyDamageType=class'KFDT_Fire_ZedGround'
KnockDownStrength=0
FractureMeshRadius=0
ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_GroundFire'
bDirectionalExplosion=true
// Camera Shake
CamShake=none
// Dynamic Light
ExploLight=FlamePointLight
ExploLightStartFadeOutTime=1.5f
ExploLightFadeOutTime=0.3
End Object
GroundFireExplosionTemplate=ExploTemplate1
}