//============================================================================= // KFProj_SonicBlastFullyCharged_HRG_SonicGun //============================================================================= // HRG Sonic Gun sonic projectile for default fire //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC //============================================================================= class KFProj_SonicBlastFullyCharged_HRG_SonicGun extends KFProj_Bullet; /** * Initialize the Projectile */ function Init(vector Direction) { super(KFProjectile).Init( Direction ); } simulated function SpawnFlightEffects() { super.SpawnFlightEffects(); //TODO: Remove. Temporal to see change in FX ProjEffects.SetScale( 1.0 ); } simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { super.ProcessTouch(Other, HitLocation, HitNormal); if (PenetrationPower <= 0) { Shutdown(); } } defaultproperties { ProjFlightTemplate = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire' ProjFlightTemplateZedTime = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire' ImpactEffects = KFImpactEffectInfo'WEP_HRG_SonicGun_ARCH.HRG_SonicGun_Projectile_AltFire_Impacts' bWarnAIWhenFired=true Lifespan=10.0 MaxSpeed=12000.0 //10000.0 //7200.0 Speed=12000.0 //10000.0 //7200.0 TerminalVelocity=12000.0 //7200 GravityScale=0.0//0.7 ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01' AssociatedPerkClass=class'KFPerk_Sharpshooter' }