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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Blunt_PowerGloves
//=============================================================================
// Weapon class for melee power gloves weapon.
// This is the Static Strikers
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Blunt_PowerGloves extends KFWeap_MeleeBase;
defaultproperties
{
// Content
PackageKey="Static_Strikers"
FirstPersonMeshName="wep_1p_static_strikers_mesh.Wep_1stP_Static_Strikers_Rig"
FirstPersonAnimSetNames(0)="wep_1p_static_strikers_anim.wep_1p_static_strikers_anim"
PickupMeshName="WEP_3P_Static_Strikers_MESH.Wep_3rdP_Static_Strikers_Pickup"
AttachmentArchetypeName="WEP_Static_Strikers_ARCH.Wep_Static_Strikers_3P"
Begin Object Name=MeleeHelper_0
MaxHitRange=230 //150 //190
// Override automatic hitbox creation (advanced)
HitboxChain.Add((BoneOffset=(Y=+3,Z=150)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=130)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=110)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=90)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=70)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=50)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=30)))
HitboxChain.Add((BoneOffset=(Z=10)))
HitboxChain.Add((BoneOffset=(Z=-10)))
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Blunted_melee_impact'
// modified combo sequences
MeleeImpactCamShakeScale=0.035f //0.4
ChainSequence_F=(DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
ChainSequence_B=(DIR_BackwardLeft, DIR_Left, DIR_Right, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left)
ChainSequence_L=(DIR_Right, DIR_BackwardRight, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
ChainSequence_R=(DIR_Left, DIR_BackwardLeft, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
End Object
// FOV
//MeshFOV=95
// Zooming/Position
PlayerViewOffset=(X=20,Y=0,Z=0)
// Inventory
GroupPriority=110
InventorySize=7
WeaponSelectTexture=Texture2D'WEP_UI_Static_Strikers_TEX.UI_WeaponSelect_StaticStrikers'
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BluntMelee'
InstantHitDamage(DEFAULT_FIREMODE)=95
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Bludgeon_PowerGloves'
FireModeIconPaths(HEAVY_ATK_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BluntMelee'
InstantHitDamage(HEAVY_ATK_FIREMODE)=175
InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Bludgeon_PowerGlovesHeavy'
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_PowerGlovesBash'
InstantHitDamage(BASH_FIREMODE)=100
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
// Block Sounds
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Crovel'
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
ParryStrength=5
ParryDamageMitigationPercent=0.40
BlockDamageMitigation=0.40
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Damage2, Scale=1.1f), (Stat=EWUS_Weight, Add=1)))
}