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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Revolver_Rem1858.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Revolver_Rem1858
//=============================================================================
// A Remington 1858 revolver
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Jeff Robinson
//=============================================================================
class KFWeap_Revolver_Rem1858 extends KFWeap_PistolBase;
defaultproperties
{
// FOV
MeshFOV=60
MeshIronSightFOV=55
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=15.0,Y=14,Z=-6)
// Content
PackageKey="Remington_1858"
FirstPersonMeshName="WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Remington_1858_Anim.WEP_1P_Remington_1858_Anim"
PickupMeshName="WEP_3P_Remington_1858_MESH.Wep_3P_Remington_1858_Pickup"
AttachmentArchetypeName="WEP_Remington_1858_ARCH.Wep_Remington_1858_3P"
MuzzleFlashTemplateName="WEP_Remington_1858_ARCH.Wep_Remington_1858_MuzzleFlash"
Begin Object Name=FirstPersonMesh
// new anim tree with skelcontrol to rotate cylinders
AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver'
End Object
// Zooming/Position
IronSightPosition=(X=4,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=6
SpareAmmoCapacity[0]=144 //186
InitialSpareMags[0]=12 //15
AmmoPickupScale[0]=2.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=400
minRecoilPitch=350
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=400
RecoilISMinPitchLimit=65485
RecoilBlendOutRatio=0.75
IronSightMeshFOVCompensationScale=1.5
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_RevolverRem1858'
FireInterval(DEFAULT_FIREMODE)=+0.2
InstantHitDamage(DEFAULT_FIREMODE)=50.0 //30.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Rem1858'
Spread(DEFAULT_FIREMODE)=0.015
FireOffset=(X=20,Y=4.0,Z=-3)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=22
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Rem1858'
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_1858.Play_WEP_SA_1858_Fire_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
// Inventory
InventorySize=2
GroupPriority=15
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_Remington_1858_TEX.UI_WeaponSelect_Remington'
bIsBackupWeapon=false
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
AssociatedPerkClasses(1)=class'KFPerk_Sharpshooter'
DualClass=class'KFWeap_Revolver_DualRem1858'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Hammer)
// Revolver
bRevolver=true
CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/)
// Revolver shell/cap replacement
UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_UsedCap'
BulletFXSocketNames=(RW_Bullet_FX_6, RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp0)
BulletMeshComponents.Add(BulletMeshComp0)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp1)
BulletMeshComponents.Add(BulletMeshComp1)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp2)
BulletMeshComponents.Add(BulletMeshComp2)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp3)
BulletMeshComponents.Add(BulletMeshComp3)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp4)
BulletMeshComponents.Add(BulletMeshComp4)
Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp5
SkeletalMesh=SkeletalMesh'WEP_1P_Remington_1858_MESH.Wep_1stP_Remington_1858_NewCap'
CollideActors=false
BlockActors=false
BlockZeroExtent=false
BlockNonZeroExtent=false
BlockRigidBody=false
bAcceptsStaticDecals=false
bAcceptsDecals=false
CastShadow=false
bUseAsOccluder=false
DepthPriorityGroup=SDPG_Foreground // First person only
End Object
Components.Add(BulletMeshComp5)
BulletMeshComponents.Add(BulletMeshComp5)
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.6f,IncrementWeight=0)
//WeaponUpgrades[3]=(IncrementDamage=1.95f,IncrementWeight=1)
//WeaponUpgrades[4]=(IncrementDamage=2.2f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.95f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.2f), (Stat=EWUS_Weight, Add=2)))
}