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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_Blade_BladedPistol.uc
2021-09-03 00:46:08 +03:00

80 lines
2.5 KiB
Ucode

//=============================================================================
// 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
}