//============================================================================= // KFProj_Blade_BladedPistol //============================================================================= // Blade class for the BladedPistol //============================================================================= // Killing Floor 2 // Copyright (C) 2021 Tripwire Interactive LLC //============================================================================= class KFProj_Blade_BladedPistol extends KFProj_RicochetStickBullet hidedropdown; // Make sure that last location always exists. simulated event PostBeginPlay() { Super.PostBeginPlay(); LastLocation = Location; } simulated function bool ShouldProcessBulletTouch() { return BouncesLeft > 0 && GravityScale == default.GravityScale; } defaultproperties { MaxSpeed=4000.0 //2500.0 Speed=4000.0 //2500.0 GravityScale=0.8 //0.75 DamageRadius=0 bWarnAIWhenFired=true BouncesLeft=2 DampingFactor=0.8 //0.95 RicochetEffects=KFImpactEffectInfo'WEP_BladedPistol_ARCH.BladedImpacts' LifeSpan=8 LifeSpanAfterStick=180 Begin Object Name=CollisionCylinder CollisionRadius=6 CollisionHeight=2 End Object // Additional zero-extent line traces //ExtraLineCollisionOffsets.Add((Y=-8)) //ExtraLineCollisionOffsets.Add((Y=8)) ExtraLineCollisionOffsets.Add((Y=-16)) ExtraLineCollisionOffsets.Add((Y=16)) ExtraLineCollisionOffsets.Add((Z=-6)) ExtraLineCollisionOffsets.Add((Z=6)) // Since we're still using an extent cylinder, we need a line at 0 ExtraLineCollisionOffsets.Add(()) bAmbientSoundZedTimeOnly=false bNoReplicationToInstigator=false bUseClientSideHitDetection=true bUpdateSimulatedPosition=true bRotationFollowsVelocity=false bNetTemporary=False ProjFlightTemplate=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_projectile_01' ProjFlightTemplateZedTime=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_projectile_01' ImpactEffects=KFImpactEffectInfo'WEP_BladedPistol_ARCH.BladedEmbedFX' AmbientSoundPlayEvent=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Projectile_Loop' AmbientSoundStopEvent=AkEvent'WW_WEP_BladedPistol.Stop_WEP_BladedPistol_Projectile_Loop' PickupRadius=250 //200 WeaponClassName=KFWeap_Pistol_Bladed ProjPickupTemplate=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_pickup_01' AmmoPickupSound=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Projectile_Pickup' TouchTimeThreshhold=0.15 }