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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Mine_Reconstructor.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Mine_Reconstructor
//=============================================================================
// KFWeap_Mine_Reconstructor weapon code based on HuskCannon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// Fernando Ferrando @ saber3d
//=============================================================================
class KFWeap_Mine_Reconstructor extends KFWeapon;
//Props related to charging the weapon
var float MaxChargeTime;
var float ValueIncreaseTime;
var float DmgIncreasePerCharge;
var float AOEIncreasePerCharge;
var float IncapIncreasePerCharge;
var int AmmoIncreasePerCharge;
var transient float ChargeTime;
var transient float ConsumeAmmoTime;
var transient float MaxChargeLevel;
var ParticleSystem ChargingEffect;
var ParticleSystem ChargedEffect;
var const ParticleSystem MuzzleFlashEffectL3;
var transient ParticleSystemComponent FullyChargedPSC;
var transient ParticleSystemComponent ChargingPSC;
var transient bool bIsFullyCharged;
var const WeaponFireSndInfo FullyChargedSound;
var float FullChargedTimerInterval;
var float FXScalingFactorByCharge, ChargePercentage;
var float MinScale, MaxScale;
var int MaxDamageByCharge;
var int MinDamageByCharge;
var private array<KFProj_Mine_Reconstructor> PoolOfMines;
const SecondaryFireAnim = 'Alt_Fire';
const SecondaryFireIronAnim = 'Alt_Fire_Iron';
const SecondaryFireAnimEmpty = 'Alt_Fire_Empty';
const SecondaryFireIronAnimEmpty = 'Alt_Fire_Iron_Empty';
var bool bHasToLaunchEmptyAnim;
var SkelControlSingleBone Control;
//var int iCounterA;
var bool bBlocked;
Replication
{
if(Role == Role_Authority && bNetDirty)
ChargeTime;
}
/******************************************************
POOL BASED ON KFGAMEPOOLMANAGER
******************************************************/
/** The maximum global number of Mine Reconstructor Mines that can be active in play */
var protected const byte MAX_ACTIVE_MINE_RECONSTRUCTOR_MINES;
/** Determines the pool type and adds a new projectile to that pool */
function AddProjectileToPool( KFProj_Mine_Reconstructor Proj )
{
AddProjectileToPool_Internal( PoolOfMines, Proj, MAX_ACTIVE_MINE_RECONSTRUCTOR_MINES );
}
/** Determines the pool type and removes a projectile from the pool */
function RemoveProjectileFromPool( KFProj_Mine_Reconstructor Proj )
{
RemoveProjectileFromPool_Internal( PoolOfMines, Proj );
}
/** Add a projectile to its respective pool, removing the oldest if we are at the pool limit */
private function AddProjectileToPool_Internal( out array<KFProj_Mine_Reconstructor> PoolProjectiles, KFProj_Mine_Reconstructor Proj, byte MaxActiveProjectiles )
{
if( PoolProjectiles.Length == MaxActiveProjectiles )
{
if( PoolProjectiles[0] != none )
{
PoolProjectiles[0].Detonate();
}
PoolProjectiles.Remove( 0, 1 );
}
PoolProjectiles.AddItem( Proj );
}
/** Remove a projectile from the pool (it's been destroyed) */
private function RemoveProjectileFromPool_Internal( out array<KFProj_Mine_Reconstructor> PoolProjectiles, KFProj_Mine_Reconstructor Proj)
{
PoolProjectiles.RemoveItem( Proj );
}
/******************************************************
END POOL BASED ON KFGAMEPOOLMANAGER
******************************************************/
/******************************************************
RECOVER THE DATA FROM THE PICKUP
******************************************************/
/** Allows pickup to update weapon properties
* Overridden to allow C4 to update charges
*/
function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
{
local int i, NumDeployedCharges;
super.SetOriginalValuesFromPickup( PickedUpWeapon );
PoolOfMines = KFWeap_Mine_Reconstructor(PickedUpWeapon).PoolOfMines;
NumDeployedCharges = PoolOfMines.Length;
bForceNetUpdate = true;
for( i = 0; i < NumDeployedCharges; ++i )
{
// charge alerts (beep, light) need current instigator
PoolOfMines[i].Instigator = Instigator;
PoolOfMines[i].SetOwner(self);
if( Instigator.Controller != none )
{
PoolOfMines[i].InstigatorController = Instigator.Controller;
}
}
}
/******************************************************
END RECOVER THE DATA FROM THE PICKUP
******************************************************/
/****************************************************************
CUSTOM FIREMODE (DELETE AL THE MINES OWNED BY THE WEAPON)
****************************************************************/
simulated function CustomFire()
{
local int i, NumDeployedCharges;
super.CustomFire();
NumDeployedCharges = PoolOfMines.Length;
bForceNetUpdate = true;
// Alt-fire blast only (server authoritative)
if ( CurrentFireMode != ALTFIRE_FIREMODE )
{
Super.CustomFire();
return;
}
if ( Instigator.Role < ROLE_Authority )
{
return;
}
if(NumDeployedCharges <= 0)
{
bHasToLaunchEmptyAnim = true;
return;
}
for( i = 0; i < NumDeployedCharges; ++i )
{
if(PoolOfMines[i] == none) continue;
PoolOfMines[i].Instigator = Instigator;
PoolOfMines[i].SetOwner(self);
if( Instigator.Controller != none )
{
PoolOfMines[i].ManuallyDetonate();
}
}
PoolOfMines.Remove(0, PoolOfMines.Length);
bHasToLaunchEmptyAnim = false;
}
/****************************************************************
END CUSTOM FIREMODE (DELETE AL THE MINES OWNED BY THE WEAPON)
****************************************************************/
/*********************************************************************************************
* CONTROL FOR AMMO TANK
********************************************************************************************* */
simulated event PostInitAnimTree( SkeletalMeshComponent SkelComp )
{
local vector vec;
local float fPercentage;
super.PostInitAnimTree( SkelComp );
Control = SkelControlSingleBone( SkelComp.FindSkelControl('AmmoControl') );
if( Control != none )
{
Control.SetSkelControlActive( true );
}
//from 0 to -8
// If AmmoCount is being replicated, don't allow the client to modify it here
fPercentage = FMin((float(AmmoCount[0])/(MagazineCapacity[0])), 1);
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, fPercentage);
Control.BoneTranslation = vec;
}
/*********************************************************************************************
* END CONTROL FOR AMMO TANK
********************************************************************************************* */
/**
* @see Weapon::ConsumeAmmo
*/
simulated function ConsumeAmmo(byte FireModeNum)
{
local vector vec;
local float fPercentage;
//from 0 to -8
// If AmmoCount is being replicated, don't allow the client to modify it here
if (Role == ROLE_Authority)
{
fPercentage = FMin(float(AmmoCount[0])/(MagazineCapacity[0]), 1);
super.ConsumeAmmo(FireModeNum);
if(Control != none)
{
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, fPercentage);
Control.BoneTranslation = vec;
}
//Notify the client about the new percentage as the client is not tracking the ammo
ClientUpdateVisualAmmo(fPercentage);
}
//function que modifque
}
reliable client function ClientUpdateVisualAmmo(float BoneControlTranslation)
{
local vector vec;
if ( Role < ROLE_Authority && Control != none )
{
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, BoneControlTranslation);
Control.BoneTranslation = vec;
}
}
simulated function BeginFire(Byte FireModeNum)
{
super.BeginFire(FireModeNum);
}
simulated function StartFire(byte FiremodeNum)
{
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if (bBlocked)
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{
return;
}
if(Role != Role_Authority && FireModeNum == DEFAULT_FIREMODE && HasAmmo(DEFAULT_FIREMODE))
{
bBlocked = true;
if(IsTimerActive(nameof(UnlockClientFire)))
{
ClearTimer(nameof(UnlockClientFire));
}
}
super.StartFire(FiremodeNum);
if ( PendingFire(RELOAD_FIREMODE) && Role != Role_Authority)
{
bBlocked = false;
}
}
simulated function RefireCheckTimer()
{
Super.RefireCheckTimer();
if(bBlocked && Role != Role_Authority)
{
SetTimer(0.25f , false, nameof(UnlockClientFire));
}
}
reliable client function UnlockClientFire()
{
bBlocked = false;
}
simulated function EndFire(byte FiremodeNum)
{
//`Log("EndFire");
super.EndFire(FireModeNum);
}
simulated function OnStartFire()
{
local KFPawn PawnInst;
PawnInst = KFPawn(Instigator);
if (PawnInst != none)
{
PawnInst.OnStartFire();
}
}
simulated function FireAmmunition()
{
//`Log("FireAmmunition"@iCounterA);
//`Warn("ChargePercentage"@ChargePercentage);
//++iCounterA;
// Let the accuracy tracking system know that we fired
HandleWeaponShotTaken(CurrentFireMode);
// Handle the different fire types
switch (WeaponFireTypes[CurrentFireMode])
{
case EWFT_InstantHit:
// Launch a projectile if we are in zed time, and this weapon has a projectile to launch for this mode
if (`IsInZedTime(self) && WeaponProjectiles[CurrentFireMode] != none )
{
ProjectileFire();
}
else
{
InstantFireClient();
}
break;
case EWFT_Projectile:
ProjectileFire();
break;
case EWFT_Custom:
CustomFire();
break;
}
//// If we're firing without charging, still consume one ammo
if (GetChargeLevel() < 1)
{
ConsumeAmmo(CurrentFireMode);
}
NotifyWeaponFired(CurrentFireMode);
// Play fire effects now (don't wait for WeaponFired to replicate)
//PlayFireEffects(CurrentFireMode, vect(0, 0, 0));
}
simulated function ANIMNOTIFY_FILLMAG()
{
local vector vec;
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = 0;
Control.BoneTranslation = vec;
}
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/**
* @see Weapon::HasAmmo
*/
simulated event bool HasAmmo( byte FireModeNum, optional int Amount )
{
local KFPerk InstigatorPerk;
// we can always do a melee attack
if( FireModeNum == BASH_FIREMODE )
{
return TRUE;
}
else if ( FireModeNum == RELOAD_FIREMODE )
{
return CanReload();
}
else if ( FireModeNum == GRENADE_FIREMODE )
{
if( KFInventoryManager(InvManager) != none )
{
return KFInventoryManager(InvManager).HasGrenadeAmmo(Amount);
}
}
else if(FireModeNum == ALTFIRE_FIREMODE)
{
return true;
}
InstigatorPerk = GetPerk();
if( InstigatorPerk != none && InstigatorPerk.GetIsUberAmmoActive( self ) )
{
return true;
}
// If passed in ammo isn't set, use default ammo cost.
if( Amount == 0 )
{
Amount = AmmoCost[FireModeNum];
}
return AmmoCount[GetAmmoType(FireModeNum)] >= Amount;
}
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simulated state MineReconstructorCharge extends WeaponFiring
{
//For minimal code purposes, I'll directly call global.FireAmmunition after charging is released
simulated function FireAmmunition()
{
return;
}
//Store start fire time so we don't have to timer this
simulated event BeginState(Name PreviousStateName)
{
local KFPerk InstigatorPerk;
super.BeginState(PreviousStateName);
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
}
ChargeTime = 0;
ConsumeAmmoTime = 0;
MaxChargeLevel = int(MaxChargeTime / ValueIncreaseTime);
if (ChargingPSC == none)
{
ChargingPSC = new(self) class'ParticleSystemComponent';
if(MySkelMesh != none)
{
MySkelMesh.AttachComponentToSocket(ChargingPSC, 'MuzzleFlash');
}
else
{
AttachComponent(ChargingPSC);
}
}
else
{
ChargingPSC.ActivateSystem();
}
bIsFullyCharged = false;
global.OnStartFire();
if(ChargingPSC != none)
{
ChargingPSC.SetTemplate(ChargingEffect);
}
ChargeTime = 0;
FXScalingFactorByCharge = 0;
//ConsumeAmmo(CurrentFireMode);
}
simulated function bool ShouldRefire()
{
// ignore how much ammo is left (super/global counts ammo)
return StillFiring(CurrentFireMode);
}
simulated event Tick(float DeltaTime)
{
local float ChargeRTPC;
local float InstantHitDamageValue;
global.Tick(DeltaTime);
if(bIsFullyCharged) return;
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if(PendingFire(ALTFIRE_FIREMODE)) return;
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// Don't charge unless we're holding down the button
if (PendingFire(CurrentFireMode))
{
ConsumeAmmoTime += DeltaTime;
}
if (bIsFullyCharged)
{
if (ConsumeAmmoTime >= FullChargedTimerInterval)
{
ConsumeAmmo(DEFAULT_FIREMODE);
ConsumeAmmoTime -= FullChargedTimerInterval;
}
return;
}
// Don't charge unless we're holding down the button
if (PendingFire(CurrentFireMode))
{
if(Role == Role_Authority && !bIsFullyCharged)
{
ChargeTime += DeltaTime;
bNetDirty = true;
}
if( ChargingPSC != none && !bIsFullyCharged)
{
FXScalingFactorByCharge = FMin(Lerp(MinScale, MaxScale, ChargeTime / MaxChargeTime), MaxScale);
ChargePercentage = FMin(ChargeTime / MaxChargeTime, 1);
if(ChargePercentage < 0.1f)
{
InstantHitDamageValue = Lerp(MinDamageByCharge, MaxDamageByCharge, 0.1f);
}
else
{
InstantHitDamageValue = Lerp(MinDamageByCharge, MaxDamageByCharge, ChargePercentage);
}
InstantHitDamage[DEFAULT_FIREMODE] = InstantHitDamageValue;
ChargingPSC.SetFloatParameter( name("InflateBlob"), ChargePercentage );
if(ChargePercentage > 0.51f)
InstantHitDamageTypes[DEFAULT_FIREMODE]=class'KFDT_Toxic_MineReconstructorImpactHeavy';
else
InstantHitDamageTypes[DEFAULT_FIREMODE]=class'KFDT_Toxic_MineReconstructorImpact';
}
}
ChargeRTPC = FMin(ChargeTime / MaxChargeTime, 1.f);
KFPawn(Instigator).SetWeaponComponentRTPCValue("Weapon_Charge", ChargeRTPC); //For looping component
Instigator.SetRTPCValue('Weapon_Charge', ChargeRTPC); //For one-shot sounds
if (ConsumeAmmoTime >= ValueIncreaseTime && !bIsFullyCharged)
{
ConsumeAmmo(DEFAULT_FIREMODE);
ConsumeAmmoTime -= ValueIncreaseTime;
}
if (ChargeTime >= MaxChargeTime || !HasAmmo(DEFAULT_FIREMODE))
{
bIsFullyCharged = true;
//ChargingPSC.SetTemplate(ChargedEffect);
if(( Instigator.Role != ROLE_Authority ) || WorldInfo.NetMode == NM_Standalone)
{
if (FullyChargedPSC == none)
{
FullyChargedPSC = new(self) class'ParticleSystemComponent';
if(MySkelMesh != none)
{
MySkelMesh.AttachComponentToSocket(FullyChargedPSC, 'MuzzleFlash');
}
else
{
AttachComponent(FullyChargedPSC);
}
}
else
{
FullyChargedPSC.ActivateSystem();
}
FullyChargedPSC.SetTemplate(ChargedEffect);
KFPawn(Instigator).SetWeaponAmbientSound(FullyChargedSound.DefaultCue, FullyChargedSound.FirstPersonCue);
}
}
}
//Now that we're done charging, directly call FireAmmunition. This will handle the actual projectile fire and scaling.
simulated event EndState(Name NextStateName)
{
if(Role == Role_Authority)
{
UnlockClientFire();
}
ClearZedTimeResist();
ClearPendingFire(CurrentFireMode);
ClearTimer(nameof(RefireCheckTimer));
KFPawn(Instigator).bHasStartedFire = false;
KFPawn(Instigator).bNetDirty = true;
if (ChargingPSC != none)
{
ChargingPSC.DeactivateSystem();
}
if (FullyChargedPSC != none)
{
FullyChargedPSC.DeactivateSystem();
}
KFPawn(Instigator).SetWeaponAmbientSound(none);
}
simulated function HandleFinishedFiring()
{
global.FireAmmunition();
if (bPlayingLoopingFireAnim)
{
StopLoopingFireEffects(CurrentFireMode);
}
SetTimer(0.1f, false, 'Timer_StopFireEffects');
NotifyWeaponFinishedFiring(CurrentFireMode);
super.HandleFinishedFiring();
//`Log("ChargePercentage"@ChargePercentage);
}
simulated function PutDownWeapon()
{
global.FireAmmunition();
if (bPlayingLoopingFireAnim)
{
StopLoopingFireEffects(CurrentFireMode);
}
SetTimer(0.1f, false, 'Timer_StopFireEffects');
NotifyWeaponFinishedFiring(CurrentFireMode);
if(Role == Role_Authority)
{
UnlockClientFire();
}
super.PutDownWeapon();
}
}
// Placing the actual Weapon Firing end state here since we need it to happen at the end of the actual firing loop.
simulated function Timer_StopFireEffects()
{
// Simulate weapon firing effects on the local client
if (WorldInfo.NetMode == NM_Client)
{
Instigator.WeaponStoppedFiring(self, false);
if (FullyChargedPSC != none)
{
FullyChargedPSC.DeactivateSystem();
}
}
ClearFlashCount();
ClearFlashLocation();
}
simulated state Active
{
simulated function BeginState(name PreviousStateName)
{
Super.BeginState(PreviousStateName);
if(Role == Role_Authority)
{
UnlockClientFire();
}
}
}
simulated function KFProjectile SpawnProjectile(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFProj_Mine_Reconstructor Mine;
Mine = KFProj_Mine_Reconstructor(super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
//Calc and set scaling values
if (Mine != none)
{
AddProjectileToPool(Mine);
ChargePercentage = FMax(0.1, ChargePercentage);
FXScalingFactorByCharge = FMax(0.1, FXScalingFactorByCharge);
Mine.SetInheritedScale(FXScalingFactorByCharge, ChargePercentage);
return Mine;
}
return none;
}
simulated function CauseMuzzleFlash(byte FireModeNum)
{
if (MuzzleFlash == None)
{
AttachMuzzleFlash();
}
if (MuzzleFlash != none)
{
/*MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL3;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL3);*/
}
super.CauseMuzzleFlash(FireModeNum);
}
simulated function int GetChargeLevel()
{
return Min(ChargeTime / ValueIncreaseTime, MaxChargeLevel);
}
/****************************************************************
TRADER FUNCTIONS
****************************************************************/
static simulated event EFilterTypeUI GetTraderFilter()
{
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return FT_Projectile;
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}
static simulated function float CalculateTraderWeaponStatDamage()
{
local float CalculatedDamage;
local class<KFDamageType> DamageType;
local GameExplosion ExplosionInstance;
ExplosionInstance = class<KFProjectile>(default.WeaponProjectiles[DEFAULT_FIREMODE]).default.ExplosionTemplate;
CalculatedDamage = default.InstantHitDamage[DEFAULT_FIREMODE] + ExplosionInstance.Damage;
DamageType = class<KFDamageType>(ExplosionInstance.MyDamageType);
if (DamageType != none && DamageType.default.DoT_Type != DOT_None)
{
CalculatedDamage += (DamageType.default.DoT_Duration / DamageType.default.DoT_Interval) * (CalculatedDamage * DamageType.default.DoT_DamageScale);
}
return CalculatedDamage;
}
/****************************************************************
END TRADER FUNCTIONS
****************************************************************/
/****************************************************************
PAWN ADJUST DAMAGE
****************************************************************/
// increase the instant hit damage based on the charge level
simulated function int GetModifiedDamage(byte FireModeNum, optional vector RayDir)
{
local int ModifiedDamage;
ModifiedDamage = super.GetModifiedDamage(FireModeNum, RayDir);
return ModifiedDamage;
}
/** We avoid alternating between firemodes and directly altfire */
simulated function AltFireMode()
{
if ( !Instigator.IsLocallyControlled() )
{
return;
}
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if (PendingFire(DEFAULT_FIREMODE))
{
return;
}
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StartFire(ALTFIRE_FIREMODE);
}
/****************************************************************
END PAWN ADJUST DAMAGE
****************************************************************/
state WeaponSingleFiring
{
/** Get whether we should play the reload anim as well or not */
local name Returned;
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if(bUsingSights)
{
Returned = (bHasToLaunchEmptyAnim == false) ? SecondaryFireIronAnim : SecondaryFireIronAnimEmpty ;
return Returned;
}
else
{
Returned = (bHasToLaunchEmptyAnim == false) ? SecondaryFireAnim : SecondaryFireAnimEmpty ;;
return Returned;
}
}
}
defaultproperties
{
//Gameplay Props
MaxChargeTime=1.2
AmmoIncreasePerCharge=1
ValueIncreaseTime=0.2
//FOR LERPING DAMANGE
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MaxDamageByCharge=350 //300 //250 //200 //120
MinDamageByCharge=35 //30 //25 //30
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// FOV
Meshfov=80
MeshIronSightFOV=65 //52
PlayerIronSightFOV=50 //80
// Depth of field
DOF_FG_FocalRadius=150
DOF_FG_MaxNearBlurSize=1
// Content
PackageKey="Mine_Reconstructor"
FirstPersonMeshName="WEP_1P_Mine_Reconstructor_MESH.Wep_1stP_HMTech_Mine_Reconstructor_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Mine_Reconstructor_ANIM.Wep_1stP_Mine_Reconstructor_Anim"
PickupMeshName="WEP_3P_Mine_Reconstructor_MESH.Wep_3rdP_Mine_Reconstructor_Lowpoly_Pickup"
AttachmentArchetypeName="WEP_Mine_Reconstructor_Arch.Wep_Mine_Reconstructor_3P"
MuzzleFlashTemplateName="WEP_Mine_Reconstructor_Arch.Wep_Mine_Reconstructor_MuzzleFlash"
// Zooming/Position
PlayerViewOffset=(X=0.0,Y=12,Z=-1)
IronSightPosition=(X=0,Y=0,Z=0)
// Controls the rotation when Hans(the bastard) grabs you
QuickWeaponDownRotation=(Pitch=-19192,Yaw=-11500,Roll=16384) // (Pitch=-19192,Yaw=-11000,Roll=16384)
// Ammo
MagazineCapacity[0]=12 //24
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SpareAmmoCapacity[0]=132 //108
InitialSpareMags[0]=3 //2
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AmmoPickupScale[0]=1.5 //1 //0.75
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=150
minRecoilPitch=115
maxRecoilYaw=115
minRecoilYaw=-115
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
// Inventory
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InventorySize=7 //8
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GroupPriority=80 //75
WeaponSelectTexture=Texture2D'WEP_UI_Mine_Reconstructor_TEX.UI_WeaponSelect_HMTechMineReconstructor' //@TODO: Replace me
// DEFAULT_FIREMODE
//FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade' //@TODO: Replace me
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
FiringStatesArray(DEFAULT_FIREMODE)=MineReconstructorCharge
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Mine_Reconstructor'
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FireInterval(DEFAULT_FIREMODE)=+0.2 //+0.33
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Spread(DEFAULT_FIREMODE)=0.0
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InstantHitDamage(DEFAULT_FIREMODE)=120
PenetrationPower(DEFAULT_FIREMODE)=0.0;
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Toxic_MineReconstructorImpact'
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
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FireInterval(ALTFIRE_FIREMODE)=+0.15 //+0.25
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Spread(ALTFIRE_FIREMODE)=0.0
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AmmoCost(ALTFIRE_FIREMODE)=0
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Mine_Reconstructor'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_3P_Start', FirstPersonCue=AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_1P_Start')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_3P_Shoot', FirstPersonCue=AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_1P_Shoot')
FullyChargedSound=(DefaultCue = AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_Charged_3P', FirstPersonCue=AkEvent'WW_WEP_MineReconstructor.Play_WEP_Mine_Reconstructor_Charged')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Handling_DryFire' //@TODO: Replace me
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Handling_DryFire' //@TODO: Replace me
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=FIREMODE_NONE
bLoopingFireAnim(ALTFIRE_FIREMODE)=false
bLoopingFireSnd(ALTFIRE_FIREMODE)=false
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)= class'KFPerk_FieldMedic'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil'
ChargingEffect=ParticleSystem'WEP_Mine_Reconstructor_EMIT.FX_Bile_BlobCharge_01'
ChargedEffect=ParticleSystem'WEP_Mine_Reconstructor_EMIT.FX_Mine_Reconstructor_FullCharge'
MuzzleFlashEffectL3=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L3_1P'
FullChargedTimerInterval=2.0f
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
FXScalingFactorByCharge = 0;
MinScale=0.5
MaxScale=1.5
MAX_ACTIVE_MINE_RECONSTRUCTOR_MINES = 12;
bAllowClientAmmoTracking = false;
Begin Object Name=FirstPersonMesh
// new anim tree with skelcontrol to rotate cylinders
AnimTreeTemplate=AnimTree'WEP_Mine_Reconstructor_Arch.WEP_1stP_Animtree_MineReconstructor'
End Object
//iCounterA = 0
bBlocked = false;
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bForceCrosshair=true
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}