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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Pistol_DualColt1911.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_DualColt1911
//=============================================================================
// A set of Colt 1911 pistols
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Jeff Robinson
//=============================================================================
class KFWeap_Pistol_DualColt1911 extends KFWeap_DualBase;
defaultproperties
{
// Content
PackageKey="Dual_M1911"
FirstPersonMeshName="WEP_1P_Dual_M1911_MESH.Wep_1stP_Dual_M1911_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Dual_M1911_ANIM.Wep_1stP_Dual_M1911_Anim"
PickupMeshName="WEP_3P_Dual_M1911_MESH.Wep_M1911_Pickup"
AttachmentArchetypeName="WEP_Dual_M1911_ARCH.Wep_Dual_M1911_3P"
MuzzleFlashTemplateName="WEP_Dual_M1911_ARCH.Wep_Dual_M1911_MuzzleFlash"
FireOffset=(X=17,Y=4.0,Z=-2.25)
LeftFireOffset=(X=17,Y=-4,Z=-2.25)
// Zooming/Position
IronSightPosition=(X=15,Y=0,Z=0)
PlayerViewOffset=(X=16,Y=0,Z=-5)
QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0)
bCanThrow=true
bDropOnDeath=true
SingleClass=class'KFWeap_Pistol_Colt1911'
// FOV
MeshFOV=75
MeshIronSightFOV=60
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Ammo
MagazineCapacity[0]=16
SpareAmmoCapacity[0]=128
InitialSpareMags[0]=3
AmmoPickupScale[0]=1.0
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)=+0.1 // about twice as fast as single
InstantHitDamage(DEFAULT_FIREMODE)=50.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Colt1911'
PenetrationPower(DEFAULT_FIREMODE)=1.0
Spread(DEFAULT_FIREMODE)=0.015
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
// ALTFIRE_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_PistolColt1911'
FireInterval(ALTFIRE_FIREMODE)=+0.1 // about twice as fast as single
InstantHitDamage(ALTFIRE_FIREMODE)=50.0
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_Colt1911'
PenetrationPower(ALTFIRE_FIREMODE)=1.0
Spread(ALTFIRE_FIREMODE)=0.015
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=24
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Colt1911'
// 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'
WeaponFireSnd(ALTFIRE_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(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
// Inventory
InventorySize=4
GroupPriority=40
WeaponSelectTexture=Texture2D'WEP_UI_Dual_M1911_TEX.UI_WeaponSelect_DualM1911'
bIsBackupWeapon=false
AssociatedPerkClasses(0)=class'KFPerk_Gunslinger'
BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1)
BonesToLockOnEmpty_L=(LW_Bolt, LW_Bullets1)
bHasFireLastAnims=true
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=0)
//WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=2.0f,IncrementWeight=4)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Damage1, Scale=1.8f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Damage1, Scale=2.0f), (Stat=EWUS_Weight, Add=4)))
}