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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_Colt1911.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_Colt1911
//=============================================================================
// A Colt 1911 pistol
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Jeff Robinson
//=============================================================================
class KFWeap_Pistol_Colt1911 extends KFWeap_PistolBase;
defaultproperties
{
// FOV
MeshFOV=75
MeshIronSightFOV=60
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=22.0,Y=12,Z=-6)
IronSightPosition=(X=15,Y=0,Z=0)
// Content
PackageKey="M1911"
FirstPersonMeshName="WEP_1P_M1911_MESH.Wep_1stP_M1911_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_M1911_ANIM.Wep_1stP_M1911_Anim"
PickupMeshName="WEP_3P_M1911_MESH.Wep_M1911_Pickup"
AttachmentArchetypeName="WEP_M1911_ARCH.Wep_M1911_3P"
MuzzleFlashTemplateName="WEP_M1911_ARCH.Wep_M1911_MuzzleFlash"
// Ammo
MagazineCapacity[0]=8
SpareAmmoCapacity[0]=136
InitialSpareMags[0]=7
AmmoPickupScale[0]=2.0
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=450
minRecoilPitch=400
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.07
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
IronSightMeshFOVCompensationScale=1.35
// DEFAULT_FIREMODE
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolColt1911'
FireInterval(DEFAULT_FIREMODE)=+0.175
InstantHitDamage(DEFAULT_FIREMODE)=50.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Colt1911'
Spread(DEFAULT_FIREMODE)=0.015
PenetrationPower(DEFAULT_FIREMODE)=1.0
FireOffset=(X=20,Y=4.0,Z=-3)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Colt1911'
InstantHitDamage(BASH_FIREMODE)=22
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_S')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
// Inventory
InventorySize=2
GroupPriority=20
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_M1911_TEX.UI_WeaponSelect_M1911Colt'
bIsBackupWeapon=false
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
DualClass=class'KFWeap_Pistol_DualColt1911'
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4, Guncheck_v5,Guncheck_v6)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=1)
//WeaponUpgrades[3]=(IncrementDamage=2.0f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=2)))
}