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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_ShrinkRay.uc
2022-05-11 18:13:25 +03:00

63 lines
1.8 KiB
Ucode

//=============================================================================
// KFProj_ShrinkRay
//=============================================================================
// Projectile class for ground fire from Shrink ray, etc
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_ShrinkRay extends KFProj_GroundFire;
defaultproperties
{
bWarnAIWhenFired=true
// pointlight at far end of spray
Begin Object Name=FlamePointLight
LightColor=(R=13,G=193,B=42,A=255)
Brightness=0.25f
Radius=500.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=TRUE
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=0
DamageRadius=0.0
DamageFalloffExponent=1.f
DamageDelay=0.f
MyDamageType=none
// Don't burn the guy with the flamethrower
bIgnoreInstigator=true
// Dynamic Light
ExploLight=FlamePointLight
ExploLightStartFadeOutTime=0.3
ExploLightFadeOutTime=0.1
ExploLightFlickerIntensity=1.f
ExploLightFlickerInterpSpeed=50.f
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'WEP_ShrinkRay_Gun_ARCH.Beam_Impacts'
ExplosionSound=none
MomentumTransferScale=1
bAllowPerMaterialFX=false
// Camera Shake
CamShake=none
End Object
ExplosionTemplate=ExploTemplate0
}