245 lines
8.4 KiB
Ucode
245 lines
8.4 KiB
Ucode
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//=============================================================================
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// KFWeap_GrenadeLauncher_M32
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//=============================================================================
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// An M32 Grenade Launcher
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_GrenadeLauncher_M32 extends KFWeap_GrenadeLauncher_CylinderBase;
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defaultproperties
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{
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ForceReloadTime=0.0f
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// Inventory
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InventoryGroup=IG_Primary
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GroupPriority=125
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InventorySize=9
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WeaponSelectTexture=Texture2D'WEP_UI_M32_MGL_TEX.UI_WeaponSelect_M32_MGL'
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// FOV
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MeshIronSightFOV=52
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PlayerIronSightFOV=73
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// Zooming/Position
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PlayerViewOffset=(X=19.0,Y=13,Z=-2)
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FastZoomOutTime=0.2
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// Content
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PackageKey="M32_MGL"
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FirstPersonMeshName="WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_M32_MGL_ANIM.Wep_1stP_M32_MGL_Anim"
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PickupMeshName="WEP_3P_M32_MGL_MESH.Wep_3rdP_M32_MGL_Pickup"
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AttachmentArchetypeName="WEP_M32_MGL_ARCH.Wep_M32_MGL_3P"
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MuzzleFlashTemplateName="WEP_M32_MGL_ARCH.Wep_M32_MGL_MuzzleFlash" // Need to replace
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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_Animtree_Master_Revolver'
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End Object
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// Zooming/Position
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IronSightPosition=(X=0,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=36
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InitialSpareMags[0]=2
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AmmoPickupScale[0]=1.0
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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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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
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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_HighExplosive_M32'
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FireInterval(DEFAULT_FIREMODE)=+0.25
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InstantHitDamage(DEFAULT_FIREMODE)=150.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_M32Impact'
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Spread(DEFAULT_FIREMODE)=0.015
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FireOffset=(X=23,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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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_M32'
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InstantHitDamage(BASH_FIREMODE)=26
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_M32.Play_M32_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_M32.Play_M32_Fire_1P_Single')
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//@todo: add akevent when we have it
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_M32.Play_M32_DryFire'
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// Animation
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bHasFireLastAnims=true
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
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// Revolver
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bRevolver=true
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CylinderRotInfo=(Inc=60, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/)
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// Revolver shell/cap replacement
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BulletFXSocketNames=(RW_Bullet_FX_1, RW_Bullet_FX_2, RW_Bullet_FX_3, RW_Bullet_FX_4, RW_Bullet_FX_5, RW_Bullet_FX_6)
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ShellBoneNames=(RW_Shell3, RW_Shell2, RW_Shell1, RW_Shell6, RW_Shell5, RW_Shell4)
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Begin Object Class=KFBulletSkeletalMeshComponent Name=BulletMeshComp0
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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=KFBulletSkeletalMeshComponent Name=BulletMeshComp1
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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=KFBulletSkeletalMeshComponent Name=BulletMeshComp2
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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=KFBulletSkeletalMeshComponent Name=BulletMeshComp3
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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=KFBulletSkeletalMeshComponent Name=BulletMeshComp4
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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=KFBulletSkeletalMeshComponent Name=BulletMeshComp5
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate = SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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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Begin Object Class=KFBulletSkeletalMeshComponent Name=BulletMeshComp6
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SkeletalMesh=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Shell'
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UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_M32_MGL_MESH.Wep_1stP_M32_MGL_Empty_Shell'
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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(BulletMeshComp6)
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ReloadShell=BulletMeshComp6
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}
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