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- //=============================================================================
- // KFProj_Husk_Fireball
- //=============================================================================
- // Husk's fireball projectile
- //=============================================================================
- // Killing Floor 2
- // Copyright (C) 2016 Tripwire Interactive LLC
- //=============================================================================
- class KFProj_BlueHusk_Fireball extends KFProj_Husk_Fireball;
- DefaultProperties
- {
- Physics=PHYS_Projectile
- // Speeds below are overridden by KFPawn_ZedHusk FireballSpeed property
- Speed=1800
- MaxSpeed=1800
- //MyDamageType=class'KFDT_Explosive_FragGrenade'
- ProjFlightTemplate=ParticleSystem'ZED_Husk_EMIT.FX_Husk_projectile_01'
- ExplosionActorClass=class'KFExplosionActor'
- bCollideComplex=true // Ignore simple collision on StaticMeshes, and collide per poly
- bBlockedByInstigator=false
- // explosion
- Begin Object Class=KFGameExplosion Name=ExploTemplate0
- Damage=40
- DamageRadius=300
- DamageFalloffExponent=1.f
- 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'
- // 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
- BurnDuration=3.f
- BurnDamageInterval=0.5f
- GroundFireExplosionActorClass=class'KFExplosion_HuskFireballGroundFire'
- Begin Object Class=KFGameExplosion Name=ExploTemplate1
- Damage=3
- 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
- }
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