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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Rifle_M14EBR.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Rifle_M14EBR
//=============================================================================
// An M14 EBR
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Rifle_M14EBR extends KFWeap_ScopedBase;
defaultproperties
{
// Inventory / Grouping
InventorySize=7
GroupPriority=75
WeaponSelectTexture=Texture2D'WEP_UI_M14EBR_TEX.UI_WeaponSelect_SM14-EBR'
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
// 2D scene capture
Begin Object Name=SceneCapture2DComponent0
TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
End Object
ScopedSensitivityMod=8.0
ScopeLenseMICTemplate=MaterialInstanceConstant'WEP_1P_M14EBR_MAT_TWO.WEP_1P_M14EBR_Scope_MAT'
// FOV
MeshFOV=70
MeshIronSightFOV=27
PlayerIronSightFOV=70
// Depth of field
DOF_BlendInSpeed=3.0
DOF_FG_FocalRadius=0//70
DOF_FG_MaxNearBlurSize=3.5
// Content
PackageKey="M14EBR"
FirstPersonMeshName="WEP_1P_M14EBR_MESH.WEP_1stP_M14_EBR"
FirstPersonAnimSetNames(0)="WEP_1P_M14EBR_ANIM.Wep_1stP_M14_EBR_Anim"
PickupMeshName="WEP_3P_M14EBR_MESH.Wep_M14EBR_Pickup"
AttachmentArchetypeName="WEP_M14EBR_ARCH.Wep_M14EBR_3P"
MuzzleFlashTemplateName="WEP_M14EBR_ARCH.Wep_M14EBR_MuzzleFlash"
LaserSightTemplate=KFLaserSightAttachment'FX_LaserSight_ARCH.LaserSight_WithAttachment_1P'
// Ammo
MagazineCapacity[0]=20
SpareAmmoCapacity[0]=120
InitialSpareMags[0]=2
bCanBeReloaded=true
bReloadFromMagazine=true
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=11.5,Z=-4)
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IronSightPosition=(X=0.0,Y=-0.016,Z=-0.016)
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// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=225
minRecoilPitch=200
maxRecoilYaw=200
minRecoilYaw=-200
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=150
RecoilISMinYawLimit=65385
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.6
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_M14EBR'
InstantHitDamage(DEFAULT_FIREMODE)=80.0 //90
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_M14EBR'
FireInterval(DEFAULT_FIREMODE)=0.22 //0.2
PenetrationPower(DEFAULT_FIREMODE)=2.0
Spread(DEFAULT_FIREMODE)=0.006
FireOffset=(X=30,Y=3.0,Z=-2.5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_M14EBR'
InstantHitDamage(BASH_FIREMODE)=27
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Fire_Single_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_EBR.Play_WEP_SA_EBR_Handling_DryFire'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
// Attachments
bHasIronSights=true
bHasFlashlight=false
bHasLaserSight=true
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
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)))
}