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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_CrystalSpike_HRG_Vampire.uc

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2020-12-13 15:09:05 +00:00
//=============================================================================
// KFProj_CrystalSpike_HRG_Vampire
//=============================================================================
// Bullet class for the HRG Vampire crystal spikes.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
//
//=============================================================================
class KFProj_CrystalSpike_HRG_Vampire extends KFProj_Bullet
hidedropdown;
simulated function ProcessBulletTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
super.ProcessBulletTouch(Other, HitLocation, HitNormal);
if( WorldInfo.NetMode != NM_DedicatedServer )
{
if ( Other.IsA('Pawn') && Other.bCanBeDamaged)
{
WorldInfo.MyEmitterPool.SpawnEmitter(ImpactEffects.DefaultImpactEffect.ParticleTemplate, HitLocation, rotator(HitNormal), Other);
PlaySoundBase(ImpactEffects.DefaultImpactEffect.Sound, true,,, HitLocation);
}
}
}
defaultproperties
{
bWarnAIWhenFired=true
MaxSpeed=12000.0 //15000.0
Speed=12000.0 ///15000.0
TerminalVelocity=12000.0 //15000.0
DamageRadius=0
ProjFlightTemplate=ParticleSystem'WEP_HRG_Vampire_EMIT.FX_HRG_Vampire_Projectile_ALT'
LifeSpan=10
bBlockedByInstigator=false
bCollideActors=true
bCollideComplex=true
bNoEncroachCheck=true
bNoReplicationToInstigator=false
bUseClientSideHitDetection=true
bUpdateSimulatedPosition=false
bRotationFollowsVelocity=false
bNetTemporary=false
bSyncToOriginalLocation=true
ImpactEffects = KFImpactEffectInfo'WEP_HRG_Vampire_Arch.HRG_Vampire_SpikeFireImpacts'
AmbientSoundPlayEvent=None
AmbientSoundStopEvent=None
TouchTimeThreshhold=0.15
AssociatedPerkClass=class'KFPerk_FieldMedic'
}