//============================================================================= // KFDT_EMP_HVStormCannon //============================================================================= // Killing Floor 2 // Copyright (C) 2022 Tripwire Interactive LLC //============================================================================= class KFDT_EMP_HVStormCannon extends KFDT_EMP abstract hidedropdown; var ParticleSystem ForceImpactEffect; var AkEvent ForceImpactSound; static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator ) { local KFSkinTypeEffects SkinType; if ( P.CharacterArch != None && default.EffectGroup < FXG_Max ) { SkinType = P.GetHitZoneSkinTypeEffects( HitZoneIndex ); if (SkinType != none) { SkinType.PlayImpactParticleEffect(P, HitLocation, HitDirection, HitZoneIndex, default.EffectGroup, default.ForceImpactEffect); SkinType.PlayTakeHitSound(P, HitLocation, HitInstigator, default.EffectGroup, default.ForceImpactSound); } } } defaultproperties { KDamageImpulse=2000 KDeathUpKick=400 KDeathVel=250 KnockdownPower=20 StunPower=25 StumblePower=85 GunHitPower=80 // DISABLED PER DESIGN REQUEST, WE DO USE NOW DAMAGE TYPE EMP POWER // Don't use the affliction here, we manage this on KFWeap_HVStormCannon to completely synchronize it with the logic of the weapon //EMPPower=0 EMPPower=25 GoreDamageGroup=DGT_EMP EffectGroup=FXG_Electricity ForceImpactEffect=ParticleSystem'WEP_HVStormCannon_EMIT.FX_HVStormCannon_Impact_Zed' ForceImpactSound=AkEvent'WW_WEP_HVStormCannon.Play_WEP_HVStormCannon_Impact' WeaponDef=class'KFWeapDef_HVStormCannon' //Perk ModifierPerkList(0)=class'KFPerk_Sharpshooter' }