117 lines
3.6 KiB
Ucode
117 lines
3.6 KiB
Ucode
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//=============================================================================
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// KFWeap_Pistol_Colt1911
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//=============================================================================
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// A Colt 1911 pistol
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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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// Jeff Robinson
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//=============================================================================
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class KFWeap_Pistol_Colt1911 extends KFWeap_PistolBase;
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defaultproperties
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{
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// FOV
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MeshFOV=75
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MeshIronSightFOV=60
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PlayerIronSightFOV=77
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// Depth of field
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DOF_FG_FocalRadius=40
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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PlayerViewOffset=(X=22.0,Y=12,Z=-6)
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IronSightPosition=(X=15,Y=0,Z=0)
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// Content
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PackageKey="M1911"
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FirstPersonMeshName="WEP_1P_M1911_MESH.Wep_1stP_M1911_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_M1911_ANIM.Wep_1stP_M1911_Anim"
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PickupMeshName="WEP_3P_M1911_MESH.Wep_M1911_Pickup"
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AttachmentArchetypeName="WEP_M1911_ARCH.Wep_M1911_3P"
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MuzzleFlashTemplateName="WEP_M1911_ARCH.Wep_M1911_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=8
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SpareAmmoCapacity[0]=136
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InitialSpareMags[0]=7
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AmmoPickupScale[0]=2.0
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bCanBeReloaded=true
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bReloadFromMagazine=true
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// Recoil
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maxRecoilPitch=450
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minRecoilPitch=400
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.07
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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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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IronSightMeshFOVCompensationScale=1.35
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// DEFAULT_FIREMODE
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolColt1911'
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FireInterval(DEFAULT_FIREMODE)=+0.175
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InstantHitDamage(DEFAULT_FIREMODE)=50.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Colt1911'
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Spread(DEFAULT_FIREMODE)=0.015
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PenetrationPower(DEFAULT_FIREMODE)=1.0
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FireOffset=(X=20,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_Colt1911'
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InstantHitDamage(BASH_FIREMODE)=22
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// Fire Effects
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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')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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// Inventory
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InventorySize=2
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GroupPriority=20
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'WEP_UI_M1911_TEX.UI_WeaponSelect_M1911Colt'
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bIsBackupWeapon=false
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AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
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DualClass=class'KFWeap_Pistol_DualColt1911'
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// Custom animations
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FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4, Guncheck_v5,Guncheck_v6)
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bHasFireLastAnims=true
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BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=0)
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//WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=1)
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//WeaponUpgrades[3]=(IncrementDamage=2.0f,IncrementWeight=2)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=2)))
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}
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