93 lines
2.8 KiB
Ucode
93 lines
2.8 KiB
Ucode
//=============================================================================
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// KFProj_Husk_Fireball_Versus
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//=============================================================================
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// Versus version of the husk fireball
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_Husk_Fireball_Versus extends KFProj_Husk_Fireball;
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DefaultProperties
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{
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ProjFlightTemplate=ParticleSystem'ZED_Patriarch_EMIT.FX_Patriarch_Rocket_Projectile'
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// Explosion template
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Begin Object Name=ExploTemplate0
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Damage=23
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DamageRadius=650 //450 //550
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DamageFalloffExponent=1.f //1.0
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Fire_HuskFireball'
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MomentumTransferScale=60000.f
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KnockDownStrength=100
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.HuskProjectile_Explosion'
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ExplosionSound=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Ranged_Shot_Impact'
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ExplosionEmitterScale=2.f
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.5
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.HuskFireball'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=1.f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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// Ground fire
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bSpawnGroundFire=true
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BurnDuration=4.f
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BurnDamageInterval=0.25f
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GroundFireExplosionActorClass=class'KFExplosion_HuskFireballGroundFire'
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// Fire light
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Begin Object Name=FlamePointLight
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LightColor=(R=245,G=190,B=140,A=255)
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Brightness=4.f
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Radius=500.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=TRUE
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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Begin Object Name=ExploTemplate1
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Damage=1
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DamageRadius=150
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// 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
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bIgnoreInstigator=true
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MomentumTransferScale=0
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// Damage Effects
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MyDamageType=class'KFDT_Fire_ZedGround'
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KnockDownStrength=0
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FractureMeshRadius=0
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ExplosionEffects=KFImpactEffectInfo'wep_molotov_arch.Molotov_GroundFire'
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bDirectionalExplosion=true
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// Camera Shake
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CamShake=none
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// Dynamic Light
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ExploLight=FlamePointLight
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ExploLightStartFadeOutTime=1.5f
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ExploLightFadeOutTime=0.3
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End Object
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GroundFireExplosionTemplate=ExploTemplate1
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}
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