121 lines
4.4 KiB
Ucode
121 lines
4.4 KiB
Ucode
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//=============================================================================
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// KFWeap_Shotgun_DragonsBreath
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//=============================================================================
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// A trench shotgun with incendiary rounds Dragons Breath!
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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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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_Shotgun_DragonsBreath extends KFWeap_ShotgunBase;
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Flame;
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}
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defaultproperties
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{
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// Inventory
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InventorySize=5
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GroupPriority=50
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WeaponSelectTexture=Texture2D'WEP_UI_DragonsBreath.UI_WeaponSelect_DragonsBreath'
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// FOV
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MeshFOV=75
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=95
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DOF_FG_MaxNearBlurSize=2.5
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// Zooming/Position
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PlayerViewOffset=(X=10.0,Y=7.5,Z=-4.5)
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IronSightPosition=(X=7,Y=0,Z=-0.0)
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// Content
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PackageKey="DragonsBreath"
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FirstPersonMeshName="WEP_1P_DragonsBreath_MESH.Wep_1stP_DragonsBreath_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_DragonsBreath_ANIM.WEP_1P_DragonsBreath_ANIM"
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PickupMeshName="WEP_3P_DragonsBreath_MESH.Wep_DragonsBreath_Pickup"
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AttachmentArchetypeName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_3P"
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MuzzleFlashTemplateName="WEP_DragonsBreath_ARCH.Wep_DragonsBreath_MuzzleFlash_3P"
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_DragonsBreath'
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InstantHitDamage(DEFAULT_FIREMODE)=35 //15 //27
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_DragonsBreath'
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PenetrationPower(DEFAULT_FIREMODE)=2.0 //3.0
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FireInterval(DEFAULT_FIREMODE)=0.69 // 86 RPM
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FireOffset=(X=30,Y=3,Z=-3)
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// Shotgun
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Spread(DEFAULT_FIREMODE)=0.16 //0.1
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NumPellets(DEFAULT_FIREMODE)=6 //9
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
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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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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_DragonsBreath'
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InstantHitDamage(BASH_FIREMODE)=25
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_DragonsBreath.Play_SA_DragonsBreath_Fire_1P')
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// using M4 dry fire sound. this is intentional.
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
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WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=60
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InitialSpareMags[0]=4
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bCanBeReloaded=true
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bReloadFromMagazine=false
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// Recoil
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maxRecoilPitch=900
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minRecoilPitch=775
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maxRecoilYaw=500
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minRecoilYaw=-500
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RecoilRate=0.085
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RecoilBlendOutRatio=0.35
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1500
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.8
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FallingRecoilModifier=1.5
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HippedRecoilModifier=1.25
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AssociatedPerkClasses(0)=class'KFPerk_Firebug'
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AssociatedPerkClasses(1)=class'KFPerk_Support'
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BonesToLockOnEmpty=(RW_Hammer)
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.2f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=1.3f,IncrementWeight=3)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=3)))
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}
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