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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_SMG_Mac10.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_SMG_Mac10
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_SMG_Mac10 extends KFWeap_SMGBase;
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Flame;
}
defaultproperties
{
// Inventory
InventorySize=4
GroupPriority=60
WeaponSelectTexture=Texture2D'WEP_UI_MAC10_TEX.UI_WeaponSelect_Mac10'
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=75
MeshIronSightFOV=60
PlayerIronSightFOV=75
// Zooming/Position
IronSightPosition=(X=15.f,Y=0,Z=0)
PlayerViewOffset=(X=18.f,Y=8,Z=-5.0) //(X=17.f,Y=8,Z=-3.0)
// Content
PackageKey="MAC10"
FirstPersonMeshName="WEP_1P_MAC10_MESH.Wep_1stP_MAC10_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_MAC10_ANIM.WEP_1P_MAC10_ANIM"
PickupMeshName="WEP_3P_MAC10_MESH.Wep_3rdP_MAC10_Pickup"
AttachmentArchetypeName="WEP_MAC10_ARCH.Wep_MAC10_3P"
MuzzleFlashTemplateName="WEP_MAC10_ARCH.Wep_MAC10_MuzzleFlash"
// Ammo
MagazineCapacity[0]=32 //40
SpareAmmoCapacity[0]=384 //320
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=60
minRecoilPitch=40
maxRecoilYaw=50
minRecoilYaw=-50
RecoilRate=0.06
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=550 //900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.6
WalkingRecoilModifier=1.1
JoggingRecoilModifier=1.2
// 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_Mac10'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_Mac10'
FireInterval(DEFAULT_FIREMODE)=+.067 // 900 RPM
Spread(DEFAULT_FIREMODE)=0.01
InstantHitDamage(DEFAULT_FIREMODE)=28 //25 //22 //25 //30
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Mac10'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Fire_Mac10'
FireInterval(ALTFIRE_FIREMODE)=+.067 // 1000 RPM
InstantHitDamage(ALTFIRE_FIREMODE)=28 //25 //22 //25 //30
Spread(ALTFIRE_FIREMODE)=0.01
//BurstAmount=3
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Mac10'
InstantHitDamage(BASH_FIREMODE)=24.0
//@todo: add akevents when we have them
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_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
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
AssociatedPerkClasses(1) = class'KFPerk_SWAT'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
}