class Rx_Vehicle_Apache_Gun2 extends Rx_Vehicle_Projectile;

simulated function SetExplosionEffectParameters(ParticleSystemComponent ProjExplosion)
{
    Super.SetExplosionEffectParameters(ProjExplosion);

    ProjExplosion.SetScale(1.6f); //(0.5f);
}

DefaultProperties
{
//    ProjExplosionTemplate=ParticleSystem'RX_FX_Munitions.Impact_Bullet.P_Incendiary_Impact_Dirt' //ParticleSystem'RX_FX_Munitions.Explosions.P_Explosion_Small' //ParticleSystem'RX_VH_Apache.Impact_Bullet.P_Incendiary_Impact_Dirt'
    ProjFlightTemplate=ParticleSystem'RX_FX_Munitions.Bullets.P_Bullet_Nod'
	AmbientSound=SoundCue'RX_SoundEffects.Bullet_WhizBy.SC_Bullet_WhizBy'
//    ExplosionSound=SoundCue'RX_SoundEffects.Explosions.SC_Explosion_Grenade'
    
    ProjectileLightClass=class'Rx_Light_Bullet_Nod'
    ExplosionLightClass=class'Rx_Light_Tank_MuzzleFlash'
    MyDamageType=Class'RenX_Game.Rx_DmgType_Apache_Gun'

    ImpactEffects(0)=(MaterialType=Dirt, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Dirt',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
    ImpactEffects(1)=(MaterialType=Stone, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Stone',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Stone')
	ImpactEffects(2)=(MaterialType=Concrete, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Stone',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Stone')
    ImpactEffects(3)=(MaterialType=Metal, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Metal',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Metal')
    ImpactEffects(4)=(MaterialType=Glass, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Glass',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Glass')
    ImpactEffects(5)=(MaterialType=Wood, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Wood',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Wood')
    ImpactEffects(6)=(MaterialType=Water, ParticleTemplate=ParticleSystem'RX_FX_Munitions.Impact_Bullet.P_Incendiary_Impact_Water',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Water')
    ImpactEffects(7)=(MaterialType=Liquid, ParticleTemplate=ParticleSystem'RX_FX_Munitions.Impact_Bullet.P_Incendiary_Impact_Water',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Water')
	ImpactEffects(8)=(MaterialType=Flesh, ParticleTemplate=ParticleSystem'RX_FX_Munitions.Impact_Bullet.P_Incendiary_Impact_Flesh',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Flesh')
	ImpactEffects(9)=(MaterialType=TiberiumGround, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_TibGround_Green',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(10)=(MaterialType=TiberiumCrystal, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_TibCrystal_Green',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Glass')
	ImpactEffects(11)=(MaterialType=TiberiumGroundBlue, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_TibGround_Blue',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(12)=(MaterialType=TiberiumCrystalBlue, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_TibCrystal_Blue',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Glass')
	ImpactEffects(13)=(MaterialType=Mud, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Mud',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Water')
	ImpactEffects(14)=(MaterialType=WhiteSand, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_WhiteSand',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(15)=(MaterialType=YellowSand, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_YellowSand',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(16)=(MaterialType=Grass, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Grass',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(17)=(MaterialType=YellowStone, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_YellowSand',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Stone')
	ImpactEffects(18)=(MaterialType=Snow, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Snow',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Dirt')
	ImpactEffects(19)=(MaterialType=SnowStone, ParticleTemplate=ParticleSystem'RX_FX_Munitions2.Particles.bullets.P_Bullet_Incendiary_Snow',Sound=SoundCue'RX_WP_TacticalRifle.Sounds.Impact.SC_BulletImpact_Stone')
	
    
    DrawScale= 2.0
    
    bCollideComplex=true
//    bCollideWorld=true
    Speed=9000 //11200
    MaxSpeed=9000 //11200
    AccelRate=0
    LifeSpan=2.0 //2.0
    Damage=65
    DamageRadius=150
    MomentumTransfer=5000
    bWaitForEffects=true
    bAttachExplosionToVehicles=false
    bCheckProjectileLight=false
    bSuppressExplosionFX=True // Do not spawn hit effect in mid air
	
	Vet_LifespanModifier(0)=1 //Normal (should be 1)
	Vet_LifespanModifier(1)=1.05 //Veteran 
	Vet_LifespanModifier(2)=1.10 //Elite
	Vet_LifespanModifier(3)=1.15 //Heroic
	
}
