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

37 lines
1.6 KiB
Ucode

//=============================================================================
// 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'
}