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

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//=============================================================================
// KFWeap_Edged_FireAxe
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Edged_FireAxe extends KFWeap_MeleeBase;
defaultproperties
{
// Zooming/Position
PlayerViewOffset=(X=2,Y=0,Z=0)
// Content
PackageKey="FireAxe"
FirstPersonMeshName="wep_1p_fireaxe_mesh.Wep_1stP_FireAxe_Rig"
FirstPersonAnimSetNames(0)="wep_1p_fireaxe_anim.Wep_1stP_FireAxe_Anim"
PickupMeshName="wep_3p_fireaxe_mesh.Wep_3rdP_FireAxe_Pickup"
AttachmentArchetypeName="wep_fireaxe_arch.Wep_FireAxe_3P"
Begin Object Name=MeleeHelper_0
MaxHitRange=190
// Override automatic hitbox creation (advanced)
HitboxChain.Add((BoneOffset=(X=+3,Z=190)))
HitboxChain.Add((BoneOffset=(X=-3,Z=170)))
HitboxChain.Add((BoneOffset=(X=+3,Z=150)))
HitboxChain.Add((BoneOffset=(X=-3,Z=130)))
HitboxChain.Add((BoneOffset=(X=+3,Z=110)))
HitboxChain.Add((BoneOffset=(X=-3,Z=90)))
HitboxChain.Add((BoneOffset=(X=+3,Z=70)))
HitboxChain.Add((BoneOffset=(X=-3,Z=50)))
HitboxChain.Add((BoneOffset=(X=+3,Z=30)))
HitboxChain.Add((BoneOffset=(Z=10)))
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Bladed_melee_impact'
MeleeImpactCamShakeScale=0.03f //0.3
// modified combo sequences
ChainSequence_F=(DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
ChainSequence_B=(DIR_BackwardRight, DIR_ForwardLeft, DIR_BackwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left)
ChainSequence_L=(DIR_Right, DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
ChainSequence_R=(DIR_Left, DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
End Object
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_FireAxe'
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InstantHitDamage(DEFAULT_FIREMODE)=90 //80
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InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Slashing_FireAxeHeavy'
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InstantHitDamage(HEAVY_ATK_FIREMODE)=135 //125 //135
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FireAxeBash'
InstantHitDamage(BASH_FIREMODE)=20
// Inventory
GroupPriority=50
InventorySize=5
WeaponSelectTexture=Texture2D'WEP_UI_FireAxe_TEX.UI_WeaponSelect_Fireaxe'
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
// Block Sounds
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Hammer'
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Wood'
ParryDamageMitigationPercent=0.50
BlockDamageMitigation=0.60
ParryStrength=4
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Damage2, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Damage2, Scale=1.4f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Damage2, Scale=1.6f), (Stat=EWUS_Weight, Add=3)))
}