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