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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_AssaultRifle_Medic
//=============================================================================
// A Medic Assault Rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_AssaultRifle_Medic extends KFWeap_MedicBase;
/*********************************************************************************************
* @name Trader
*********************************************************************************************/
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Assault;
}
defaultproperties
{
// Healing charge
HealAmount=15
HealFullRechargeSeconds=10
// Inventory
InventorySize=7
GroupPriority=100
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicAssault'
SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=75
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=2.5
// Content
PackageKey="Medic_Assault"
FirstPersonMeshName="WEP_1P_Medic_Assault_MESH.Wep_1stP_Medic_Assault_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Medic_Assault_ANIM.Wep_1stP_Medic_Assault_Anim"
PickupMeshName="WEP_3P_Medic_Assault_MESH.Wep_Medic_Assault_Pickup"
AttachmentArchetypeName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_3P"
MuzzleFlashTemplateName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_MuzzleFlash"
HealingDartDamageType=class'KFDT_Dart_Healing'
DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
OpticsUIClass=class'KFGFxWorld_MedicOptics'
HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=6.5,Z=-3)
IronSightPosition=(X=12,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=40 //30
SpareAmmoCapacity[0]=400 //390
InitialSpareMags[0]=2 //3
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=140 //200
minRecoilPitch=105 //150
maxRecoilYaw=122 //175
minRecoilYaw=-122 //-125
RecoilRate=0.075
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Assault_Medic'
FireInterval(DEFAULT_FIREMODE)=+0.08 // //750 0.08 650 RPM 0.0923
Spread(DEFAULT_FIREMODE)=0.0085
InstantHitDamage(DEFAULT_FIREMODE)=35.0
FireOffset=(X=30,Y=4.5,Z=-5)
// ALTFIRE_FIREMODE
AmmoCost(ALTFIRE_FIREMODE)=30
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=27
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Assault_Medic'
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Single')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_EndLoop')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
AssociatedPerkClasses(1)=class'KFPerk_Commando'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f, IncrementWeight=1, IncrementHealFullRecharge=.9)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.9f)))
}