2020-12-13 15:01:13 +00:00
|
|
|
//=============================================================================
|
|
|
|
// KFWeap_Flame_HuskCannon
|
|
|
|
//=============================================================================
|
|
|
|
// Husk Cannon weapon code
|
|
|
|
//=============================================================================
|
|
|
|
// Killing Floor 2
|
|
|
|
// Copyright (C) 2017 Tripwire Interactive LLC
|
|
|
|
//=============================================================================
|
|
|
|
class KFWeap_HuskCannon 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 MuzzleFlashEffectL1;
|
|
|
|
var const ParticleSystem MuzzleFlashEffectL2;
|
|
|
|
var const ParticleSystem MuzzleFlashEffectL3;
|
|
|
|
|
|
|
|
var transient ParticleSystemComponent ChargingPSC;
|
|
|
|
var transient bool bIsFullyCharged;
|
|
|
|
|
|
|
|
var const WeaponFireSndInfo FullyChargedSound;
|
|
|
|
|
|
|
|
var float SelfDamageReductionValue;
|
|
|
|
|
|
|
|
var float FullChargedTimerInterval;
|
|
|
|
|
|
|
|
static simulated event EFilterTypeUI GetTraderFilter()
|
|
|
|
{
|
|
|
|
return FT_Flame;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @see Weapon::ConsumeAmmo
|
|
|
|
*/
|
|
|
|
simulated function ConsumeAmmo(byte FireModeNum)
|
|
|
|
{
|
|
|
|
local KFPerk InstigatorPerk;
|
|
|
|
|
|
|
|
`if(`notdefined(ShippingPC))
|
|
|
|
if (bInfiniteAmmo)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
`endif
|
|
|
|
|
|
|
|
InstigatorPerk = GetPerk();
|
|
|
|
if (InstigatorPerk != none && InstigatorPerk.GetIsUberAmmoActive(self)) //check for pyro maniac
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If AmmoCount is being replicated, don't allow the client to modify it here
|
|
|
|
if (Role == ROLE_Authority || bAllowClientAmmoTracking)
|
|
|
|
{
|
|
|
|
super.ConsumeAmmo(FireModeNum);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function StartFire(byte FiremodeNum)
|
|
|
|
{
|
|
|
|
if (IsTimerActive('RefireCheckTimer'))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
super.StartFire(FiremodeNum);
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function OnStartFire()
|
|
|
|
{
|
|
|
|
local KFPawn PawnInst;
|
|
|
|
PawnInst = KFPawn(Instigator);
|
|
|
|
|
|
|
|
if (PawnInst != none)
|
|
|
|
{
|
|
|
|
PawnInst.OnStartFire();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
simulated function FireAmmunition()
|
|
|
|
{
|
|
|
|
// 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 state HuskCannonCharge extends WeaponFiring
|
|
|
|
{
|
|
|
|
//For minimal code purposes, I'll directly call global.FireAmmunition after charging is released
|
|
|
|
simulated function FireAmmunition()
|
|
|
|
{}
|
|
|
|
|
|
|
|
//Store start fire time so we don't have to timer this
|
|
|
|
simulated event BeginState(Name PreviousStateName)
|
|
|
|
{
|
|
|
|
super.BeginState(PreviousStateName);
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
global.Tick(DeltaTime);
|
|
|
|
|
|
|
|
// 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))
|
|
|
|
{
|
|
|
|
ChargeTime += DeltaTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
ConsumeAmmo(DEFAULT_FIREMODE);
|
|
|
|
ConsumeAmmoTime -= ValueIncreaseTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ChargeTime >= MaxChargeTime || !HasAmmo(DEFAULT_FIREMODE))
|
|
|
|
{
|
|
|
|
bIsFullyCharged = true;
|
|
|
|
ChargingPSC.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)
|
|
|
|
{
|
|
|
|
ClearZedTimeResist();
|
|
|
|
ClearPendingFire(CurrentFireMode);
|
|
|
|
ClearTimer(nameof(RefireCheckTimer));
|
|
|
|
|
|
|
|
KFPawn(Instigator).bHasStartedFire = false;
|
|
|
|
KFPawn(Instigator).bNetDirty = true;
|
|
|
|
|
|
|
|
if (ChargingPSC != none)
|
|
|
|
{
|
|
|
|
ChargingPSC.DeactivateSystem();
|
|
|
|
}
|
|
|
|
|
|
|
|
KFPawn(Instigator).SetWeaponAmbientSound(none);
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function HandleFinishedFiring()
|
|
|
|
{
|
|
|
|
global.FireAmmunition();
|
|
|
|
|
|
|
|
if (bPlayingLoopingFireAnim)
|
|
|
|
{
|
|
|
|
StopLoopingFireEffects(CurrentFireMode);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MuzzleFlash != none)
|
|
|
|
{
|
|
|
|
SetTimer(MuzzleFlash.MuzzleFlash.Duration, false, 'Timer_StopFireEffects');
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetTimer(0.3f, false, 'Timer_StopFireEffects');
|
|
|
|
}
|
|
|
|
|
|
|
|
NotifyWeaponFinishedFiring(CurrentFireMode);
|
|
|
|
|
|
|
|
super.HandleFinishedFiring();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
ClearFlashCount();
|
|
|
|
ClearFlashLocation();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function KFProjectile SpawnProjectile(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
|
|
|
|
{
|
|
|
|
local KFProj_HuskCannon_Fireball HuskBall;
|
|
|
|
local int Charges;
|
|
|
|
|
|
|
|
HuskBall = KFProj_HuskCannon_Fireball(super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
|
|
|
|
|
|
|
|
//Calc and set scaling values
|
|
|
|
if (HuskBall != none)
|
|
|
|
{
|
|
|
|
Charges = GetChargeLevel();
|
|
|
|
HuskBall.DamageScale = 1.f + DmgIncreasePerCharge * Charges;
|
|
|
|
HuskBall.AOEScale = 1.f + AOEIncreasePerCharge * Charges;
|
|
|
|
HuskBall.IncapScale = 1.f + IncapIncreasePerCharge * Charges;
|
|
|
|
|
|
|
|
return HuskBall;
|
|
|
|
}
|
|
|
|
|
|
|
|
return none;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function CauseMuzzleFlash(byte FireModeNum)
|
|
|
|
{
|
|
|
|
if (MuzzleFlash == None)
|
|
|
|
{
|
|
|
|
AttachMuzzleFlash();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MuzzleFlash != none)
|
|
|
|
{
|
|
|
|
switch (GetChargeFXLevel())
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL1;
|
|
|
|
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL1);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL2;
|
|
|
|
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL2);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL3;
|
|
|
|
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL3);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
super.CauseMuzzleFlash(FireModeNum);
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function int GetChargeLevel()
|
|
|
|
{
|
|
|
|
return Min(ChargeTime / ValueIncreaseTime, MaxChargeLevel);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Should generally match up with KFWeapAttach_HuskCannon::GetChargeFXLevel
|
|
|
|
simulated function int GetChargeFXLevel()
|
|
|
|
{
|
|
|
|
local int ChargeLevel;
|
|
|
|
|
|
|
|
ChargeLevel = GetChargeLevel();
|
|
|
|
if (ChargeLevel < 1)
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if (ChargeLevel < MaxChargeLevel)
|
|
|
|
{
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
|
|
|
|
{
|
|
|
|
super.AdjustDamage(InDamage, DamageType, DamageCauser);
|
|
|
|
|
|
|
|
if (Instigator != none && DamageCauser != none && DamageCauser.Instigator == Instigator ) //self
|
|
|
|
{
|
|
|
|
InDamage *= SelfDamageReductionValue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
if (FireModeNum == DEFAULT_FIREMODE)
|
|
|
|
{
|
|
|
|
ModifiedDamage = ModifiedDamage * (1.f + DmgIncreasePerCharge * GetChargeLevel());
|
|
|
|
}
|
|
|
|
|
|
|
|
return ModifiedDamage;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
SelfDamageReductionValue=0.1f
|
|
|
|
//Gameplay Props
|
|
|
|
MaxChargeTime=1.0
|
|
|
|
ValueIncreaseTime=0.2
|
|
|
|
DmgIncreasePerCharge=0.8
|
|
|
|
AOEIncreasePerCharge=0.6
|
|
|
|
IncapIncreasePerCharge=0.22
|
|
|
|
AmmoIncreasePerCharge=1
|
|
|
|
|
|
|
|
// Shooting Animations
|
|
|
|
FireSightedAnims[0]=Shoot
|
|
|
|
FireSightedAnims[1]=Shoot_Heavy_Iron
|
|
|
|
FireLoopSightedAnim=ShootLoop_Iron
|
|
|
|
FireLoopEndAnim=ShootLoop_End
|
|
|
|
FireLoopEndSightedAnim=ShootLoop_Iron_End
|
|
|
|
|
|
|
|
// FOV
|
|
|
|
Meshfov=80
|
|
|
|
MeshIronSightFOV=65 //52
|
|
|
|
PlayerIronSightFOV=50 //80
|
|
|
|
|
|
|
|
// Depth of field
|
|
|
|
DOF_FG_FocalRadius=150
|
|
|
|
DOF_FG_MaxNearBlurSize=1
|
|
|
|
|
|
|
|
// Content
|
|
|
|
PackageKey="HuskCannon"
|
|
|
|
FirstPersonMeshName="WEP_1P_HuskCannon_MESH.Wep_1stP_HuskCannon_Rig"
|
|
|
|
FirstPersonAnimSetNames(0)="WEP_1P_HuskCannon_ANIM.Wep_1stP_HuskCannon_Anim"
|
|
|
|
PickupMeshName="wep_3p_huskcannon_mesh.Wep_3rdP_HuskCannon_Pickup"
|
|
|
|
AttachmentArchetypeName="WEP_HuskCannon_ARCH.Wep_HuskCannon_3P"
|
|
|
|
MuzzleFlashTemplateName="WEP_HuskCannon_ARCH.Wep_HuskCannon_MuzzleFlash"
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
PlayerViewOffset=(X=20.0,Y=12,Z=-1)
|
2022-05-11 15:13:25 +00:00
|
|
|
IronSightPosition=(X=0,Y=0,Z=-0.18)
|
2020-12-13 15:01:13 +00:00
|
|
|
|
|
|
|
// Ammo
|
|
|
|
MagazineCapacity[0]=30
|
|
|
|
SpareAmmoCapacity[0]=150
|
|
|
|
InitialSpareMags[0]=1
|
|
|
|
AmmoPickupScale[0]=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
|
|
|
|
InventorySize=8
|
|
|
|
GroupPriority=75
|
|
|
|
WeaponSelectTexture=Texture2D'WEP_UI_HuskCannon_TEX.UI_WeaponSelect_HuskCannon' //@TODO: Replace me
|
|
|
|
|
|
|
|
// DEFAULT_FIREMODE
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade' //@TODO: Replace me
|
|
|
|
FiringStatesArray(DEFAULT_FIREMODE)=HuskCannonCharge
|
|
|
|
|
|
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
|
|
|
|
Spread(DEFAULT_FIREMODE) = 0.0085
|
|
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_HuskCannon_Fireball'
|
|
|
|
FireInterval(DEFAULT_FIREMODE)=+0.223 //269 RPMs
|
|
|
|
InstantHitDamage(DEFAULT_FIREMODE)=40
|
|
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Explosive_HuskCannonImpact'
|
|
|
|
FireOffset=(X=30,Y=4.5,Z=-5)
|
|
|
|
|
|
|
|
WeaponFireTypes(ALTFIRE_FIREMODE) = EWFT_None
|
|
|
|
|
|
|
|
// BASH_FIREMODE
|
|
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HuskCannon'
|
|
|
|
InstantHitDamage(BASH_FIREMODE)=28
|
|
|
|
|
|
|
|
// Fire Effects
|
|
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_3P_Start', FirstPersonCue=AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_1P_Start')
|
|
|
|
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_3P_Fire', FirstPersonCue=AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_1P_Fire')
|
|
|
|
FullyChargedSound=(DefaultCue = AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_Charged_3P', FirstPersonCue=AkEvent'WW_WEP_Husk_Cannon.Play_WEP_Husk_Cannon_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
|
|
|
|
Spread(ALTFIRE_FIREMODE) = 0.0085
|
|
|
|
|
|
|
|
// Attachments
|
|
|
|
bHasIronSights=true
|
|
|
|
bHasFlashlight=false
|
|
|
|
|
|
|
|
AssociatedPerkClasses(0)= class'KFPerk_Firebug'
|
|
|
|
AssociatedPerkClasses(1)= class'KFPerk_Demolitionist'
|
|
|
|
|
|
|
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil'
|
|
|
|
|
|
|
|
ChargingEffect=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_Charging_01'
|
|
|
|
ChargedEffect=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_Charged_01'
|
|
|
|
|
|
|
|
MuzzleFlashEffectL1=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L1_1P'
|
|
|
|
MuzzleFlashEffectL2=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L2_1P'
|
|
|
|
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=1.1f), (Stat=EWUS_Weight, Add=1)))
|
|
|
|
}
|