114 lines
4.0 KiB
Ucode
114 lines
4.0 KiB
Ucode
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//=============================================================================
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// KFWeap_Rifle_CenterfireMB464
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//=============================================================================
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// The MB464 centerfire lever-action rifle
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Rifle_CenterfireMB464 extends KFWeap_RifleBase;
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defaultproperties
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{
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// Inventory / Grouping
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InventorySize=5
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GroupPriority=50
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WeaponSelectTexture=Texture2D'WEP_UI_Centerfire_TEX.UI_WeaponSelect_Centerfire'
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AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
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AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
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// FOV
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MeshFOV=75
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MeshIronSightFOV=40
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PlayerIronSightFOV=65
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// Depth of field
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DOF_FG_FocalRadius=50
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DOF_FG_MaxNearBlurSize=3.5
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// Content
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PackageKey="Centerfire"
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FirstPersonMeshName="WEP_1P_Centerfire_MESH.Wep_1stP_Centerfire_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Centerfire_ANIM.Wep_1stP_Centerfire_Anim"
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PickupMeshName="WEP_3P_Centerfire_MESH.Wep_3rdP_Centerfire_Pickup"
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AttachmentArchetypeName="WEP_Centerfire_ARCH.Wep_Centerfire_3P"
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MuzzleFlashTemplateName="WEP_Centerfire_ARCH.Wep_Centerfire_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=10
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SpareAmmoCapacity[0]=70
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InitialSpareMags[0]=2
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bCanBeReloaded=true
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bReloadFromMagazine=false
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// Zooming/Position
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PlayerViewOffset=(X=11.0,Y=8,Z=-2) //x7
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IronSightPosition=(X=10,Y=0,Z=0) //x0
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// AI warning system
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bWarnAIWhenAiming=true
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AimWarningDelay=(X=0.4f, Y=0.8f)
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AimWarningCooldown=0.0f
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// Recoil
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maxRecoilPitch=500
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minRecoilPitch=400
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.08
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1250
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.6
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IronSightMeshFOVCompensationScale=1.5
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Winchester1894'
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InstantHitDamage(DEFAULT_FIREMODE)=165 //180
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_CenterfireMB464'
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FireInterval(DEFAULT_FIREMODE)=0.4 //0.45
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Spread(DEFAULT_FIREMODE)=0.007
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PenetrationPower(DEFAULT_FIREMODE)=1.5
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FireOffset=(X=25,Y=3.0,Z=-2.5)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// Custom animations
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FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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BonesToLockOnEmpty=(RW_Hammer)
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bHasFireLastAnims=true
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_CenterfireMB464'
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InstantHitDamage(BASH_FIREMODE)=25
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire'
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EjectedShellForegroundDuration=1.5f
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=1.45f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.45f), (Stat=EWUS_Weight, Add=3)))
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}
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