//============================================================================= // 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' }