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

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2022-05-11 15:13:25 +00:00
//=============================================================================
// KFWeap_ShrinkRayGun
//=============================================================================
// Matheson would like this.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeap_ShrinkRayGun extends KFWeap_FlameBase;
simulated event PostBeginPlay()
{
super.PostBeginPlay();
BarrelHeat = FlameSprayArchetype.default.MaterialHeatRange.X;
ChangeMaterial();
LastBarrelHeat = BarrelHeat;
}
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Electric;
}
/** Disable normal bullet spread */
simulated function rotator AddSpread( rotator BaseAim )
{
return BaseAim; // do nothing
}
simulated protected function TurnOffPilot()
{
// Undo the invert of the pilot, so it does really deactivate
bInvertPilot = false;
Super.TurnOffPilot();
bInvertPilot = true;
}
defaultproperties
{
FlameSprayArchetype=SprayActor_Flame'WEP_ShrinkRay_Gun_ARCH.WEP_ShrinkRay_Gun_SprayFire'
// Shooting Animations
bHasFireLastAnims=true
FireSightedAnims[0]=Shoot
FireSightedAnims[1]=Shoot_Heavy_Iron
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=77
// Zooming/Position
PlayerViewOffset=(X=0.0,Y=14,Z=-1) //(X=-2,Y=12,Z=0)
IronSightPosition=(X=-5.0,Y=-0.05,Z=1.0) //(X=-0.5,Y=-0.05,Z=1.35) //(X=5.0,Y=9,Z=-3)
// Depth of field
DOF_FG_FocalRadius=150
DOF_FG_MaxNearBlurSize=1
// Content
PackageKey="ShrinkRay_Gun"
FirstPersonMeshName="WEP_1P_ShrinkRay_Gun_MESH.Wep_1stP_ShrinkRay_Gun_Rig"
FirstPersonAnimSetNames(0)="WEP_1p_ShrinkRay_Gun_ANIM.WEP_1stp_shrinkray_gun_anim"
PickupMeshName="WEP_3P_ShrinkRay_Gun_MESH.Wep_ShrinkRay_Gun_Pickup"
AttachmentArchetypeName="WEP_ShrinkRay_Gun_ARCH.Microwave_Gun_3P"
MuzzleFlashTemplateName="WEP_ShrinkRay_Gun_ARCH.Wep_Microwave_Gun_MuzzleFlash"
// Ammo
MagazineCapacity[0]=100
SpareAmmoCapacity[0]=600
InitialSpareMags[0]=1
AmmoPickupScale[0]=1.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=50
minRecoilPitch=50
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
InventorySize=5
GroupPriority=100
WeaponSelectTexture=Texture2D'WEP_UI_ShrinkRay_Gun_TEX.UI_Weapon_Select_Shrink_Ray_Gun'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
FiringStatesArray(DEFAULT_FIREMODE)=SprayingFire
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom
FireInterval(DEFAULT_FIREMODE)=+0.08 // 750 RPM
MinAmmoConsumed=3
FireOffset=(X=30,Y=4.5,Z=-5)
Spread(DEFAULT_FIREMODE)=0.12f
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ShrinkRay'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'ww_wep_shrink_ray_gun.Play_WEP_ShrinkRay_Gun_Shoot_Loop_3P', FirstPersonCue=AkEvent'ww_wep_shrink_ray_gun.Play_WEP_ShrinkRay_Gun_Shoot_Loop_1P')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Shrink_Ray_Gun.Play_WEP_ShrinkRay_Gun_Shoot_Loop_End_3P', FirstPersonCue=AkEvent'WW_WEP_Shrink_Ray_Gun.Play_WEP_ShrinkRay_Gun_Shoot_Loop_End_1P')
// Muzzle Flash point light
// want this light to illuminate characters only
Begin Object Class=PointLightComponent Name=PilotPointLight0
LightColor=(R=0,G=200,B=255,A=255)
Brightness=35.f
FalloffExponent=20.f
Radius=95.f
CastShadows=TRUE
CastStaticShadows=FALSE
CastDynamicShadows=TRUE
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=FALSE)
End Object
Begin Object Class=PointLightComponent Name=PilotPointLight1
LightColor=(R=250,G=150,B=85,A=255)
Brightness=3.f
FalloffExponent=8.f
Radius=32.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=TRUE
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=FALSE)
End Object
PilotLights(0)=(Light=PilotPointLight0,FlickerIntensity=25.f,FlickerInterpSpeed=50f,LightAttachBone=MuzzleFlash)
PilotLights(1)=(Light=PilotPointLight1,FlickerIntensity=15.f,FlickerInterpSpeed=50.f,LightAttachBone=MuzzleFlash)
bInvertPilot=true
//@todo: add akevents when we have them
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'ww_wep_shrink_ray_gun.Play_WEP_ShrinkRay_Gun_Dry_Fire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'ww_wep_shrink_ray_gun.Play_WEP_ShrinkRay_Gun_Dry_Fire'
//PilotLightPlayEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Play_SA_MicrowaveGun_PilotLight_Loop'
//PilotLightStopEvent=AkEvent'WW_WEP_SA_Microwave_Gun.Stop_SA_MicrowaveGun_PilotLight_Loop'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=FIREMODE_NONE
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)=class'KFPerk_Survivalist'
BonesToLockOnEmpty=(RW_Handle1, RW_BatteryCylinder1, RW_BatteryCylinder2, RW_LeftArmSpinner, RW_RightArmSpinner, RW_LockEngager2, RW_LockEngager1)
// AI Warning
bWarnAIWhenFiring=true
MaxAIWarningDistSQ=2250000
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.35f), (Stat=EWUS_Damage1, Scale=1.35f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.7f), (Stat=EWUS_Damage1, Scale=1.7f), (Stat=EWUS_Weight, Add=2)))
CooldownBarrelModifier = 2.5f;
}