2020-12-13 15:01:13 +00:00
|
|
|
//=============================================================================
|
|
|
|
// KFWeap_Shotgun_MB500
|
|
|
|
//=============================================================================
|
|
|
|
// A Mossberg 500 Shotgun
|
|
|
|
//=============================================================================
|
|
|
|
// Killing Floor 2
|
|
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
|
|
//=============================================================================
|
|
|
|
class KFWeap_Shotgun_MB500 extends KFWeap_ShotgunBase;
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
// Inventory
|
|
|
|
InventorySize=5
|
|
|
|
GroupPriority=25
|
|
|
|
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Mossberg'
|
|
|
|
|
|
|
|
// FOV
|
|
|
|
MeshIronSightFOV=52
|
|
|
|
PlayerIronSightFOV=70
|
|
|
|
|
|
|
|
// Depth of field
|
|
|
|
DOF_FG_FocalRadius=95
|
|
|
|
DOF_FG_MaxNearBlurSize=3.5
|
|
|
|
|
|
|
|
// Zooming/Position
|
|
|
|
PlayerViewOffset=(X=8.0,Y=8.0,Z=-3.5)
|
2022-05-11 15:13:25 +00:00
|
|
|
IronSightPosition=(X=9.5,Y=-0.29,Z=0)
|
2020-12-13 15:01:13 +00:00
|
|
|
|
|
|
|
// Content
|
|
|
|
PackageKey="MB500"
|
|
|
|
FirstPersonMeshName="WEP_1P_MB500_MESH.Wep_1stP_MB500_Rig"
|
|
|
|
FirstPersonAnimSetNames(0)="WEP_1P_MB500_ANIM.Wep_1st_MB500_Anim_New"
|
|
|
|
PickupMeshName="WEP_3P_MB500_MESH.Wep_MB500_Pickup"
|
|
|
|
AttachmentArchetypeName="WEP_MB500_ARCH.Wep_MB500_3P"
|
|
|
|
MuzzleFlashTemplateName="WEP_MB500_ARCH.Wep_MB500_MuzzleFlash"
|
|
|
|
|
|
|
|
// DEFAULT_FIREMODE
|
|
|
|
FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle"
|
|
|
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
|
|
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
|
|
|
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet'
|
|
|
|
InstantHitDamage(DEFAULT_FIREMODE)=20.0
|
|
|
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MB500'
|
|
|
|
PenetrationPower(DEFAULT_FIREMODE)=2.0
|
|
|
|
FireInterval(DEFAULT_FIREMODE)=0.77 // 78 RPM
|
|
|
|
FireOffset=(X=30,Y=3,Z=-3)
|
|
|
|
// Shotgun
|
|
|
|
NumPellets(DEFAULT_FIREMODE)=7
|
|
|
|
|
|
|
|
// ALT_FIREMODE
|
|
|
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
|
|
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
|
|
|
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
|
|
|
|
|
|
|
|
// BASH_FIREMODE
|
|
|
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MB500'
|
|
|
|
InstantHitDamage(BASH_FIREMODE)=25
|
|
|
|
|
|
|
|
// Fire Effects
|
|
|
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_M', FirstPersonCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_S')
|
|
|
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_M', FirstPersonCue=AkEvent'WW_WEP_SA_MB500.Play_WEP_SA_MB500_Fire_S')
|
|
|
|
|
|
|
|
// using M4 dry fire sound. this is intentional.
|
|
|
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
|
|
|
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_M4.Play_WEP_SA_M4_Handling_DryFire'
|
|
|
|
|
|
|
|
// Attachments
|
|
|
|
bHasIronSights=true
|
|
|
|
bHasFlashlight=true
|
|
|
|
|
|
|
|
// Ammo
|
|
|
|
MagazineCapacity[0]=8
|
|
|
|
SpareAmmoCapacity[0]=56
|
|
|
|
InitialSpareMags[0]=3
|
|
|
|
bCanBeReloaded=true
|
|
|
|
bReloadFromMagazine=false
|
|
|
|
|
|
|
|
// Recoil
|
|
|
|
maxRecoilPitch=900
|
|
|
|
minRecoilPitch=775
|
|
|
|
maxRecoilYaw=500
|
|
|
|
minRecoilYaw=-500
|
|
|
|
RecoilRate=0.085
|
|
|
|
RecoilBlendOutRatio=0.35
|
|
|
|
RecoilMaxYawLimit=500
|
|
|
|
RecoilMinYawLimit=65035
|
|
|
|
RecoilMaxPitchLimit=1500
|
|
|
|
RecoilMinPitchLimit=64785
|
|
|
|
RecoilISMaxYawLimit=50
|
|
|
|
RecoilISMinYawLimit=65485
|
|
|
|
RecoilISMaxPitchLimit=500
|
|
|
|
RecoilISMinPitchLimit=65485
|
|
|
|
RecoilViewRotationScale=0.8
|
|
|
|
FallingRecoilModifier=1.5
|
|
|
|
HippedRecoilModifier=1.25
|
|
|
|
|
|
|
|
AssociatedPerkClasses(0)=class'KFPerk_Support'
|
|
|
|
|
|
|
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Heavy_Recoil_SingleShot'
|
|
|
|
|
|
|
|
// Weapon Upgrade stat boosts
|
|
|
|
//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=1)
|
|
|
|
//WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=2)
|
|
|
|
//WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=3)
|
|
|
|
//WeaponUpgrades[4]=(IncrementDamage=2.0f,IncrementWeight=4)
|
|
|
|
|
|
|
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Weight, Add=1)))
|
|
|
|
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Weight, Add=2)))
|
|
|
|
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Weight, Add=3)))
|
|
|
|
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=4)))
|
|
|
|
}
|