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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Pistol_Medic
//=============================================================================
// A 9mm Pistol that fires healing medic darts
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeap_Pistol_Medic extends KFWeap_MedicBase;
/*********************************************************************************************
* @name Trader
*********************************************************************************************/
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Pistol;
}
defaultproperties
{
// Healing charge
HealAmount=15
// Inventory
InventoryGroup=IG_Secondary
InventorySize=1
GroupPriority=25
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicPistol'
SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=86
MeshIronSightFOV=77
PlayerIronSightFOV=77
// Depth of field
DOF_FG_FocalRadius=40
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=29.0,Y=13,Z=-4)
//Content
PackageKey="Medic_Pistol"
FirstPersonMeshName="WEP_1P_Medic_Pistol_MESH.Wep_1stP_Medic_Pistol_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Medic_Pistol_ANIM.WEP_1P_Medic_Pistol_ANIM"
PickupMeshName="wep_3p_medic_pistol_mesh.Wep_Medic_Pistol_Pickup"
AttachmentArchetypeName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_3P"
MuzzleFlashTemplateName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_MuzzleFlash"
HealingDartDamageType=class'KFDT_Dart_Healing'
DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
OpticsUIClass=class'KFGFxWorld_MedicOptics'
HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
// Zooming/Position
IronSightPosition=(X=15,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=15
SpareAmmoCapacity[0]=240
InitialSpareMags[0]=8
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=250
minRecoilPitch=200
maxRecoilYaw=100
minRecoilYaw=-100
RecoilRate=0.07
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=250
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
FireInterval(DEFAULT_FIREMODE)=+0.175
InstantHitDamage(DEFAULT_FIREMODE)=20.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Pistol_Medic'
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Pistol_Medic'
Spread(DEFAULT_FIREMODE)=0.015
FireOffset=(X=20,Y=4.0,Z=-3)
// ALTFIRE_FIREMODE
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=21
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=false
//WeaponUpgrades[1]=(IncrementDamage=1.7f,IncrementWeight=0, IncrementHealFullRecharge=.9)
//WeaponUpgrades[2]=(IncrementDamage=2.0f,IncrementWeight=1, IncrementHealFullRecharge=.8)
//WeaponUpgrades[3]=(IncrementDamage=2.55f,IncrementWeight=2, IncrementHealFullRecharge=.7)
//WeaponUpgrades[4]=(IncrementDamage=3.0f,IncrementWeight=3, IncrementHealFullRecharge=.6)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.7f), (Stat=EWUS_HealFullRecharge, Scale=0.9f)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.55f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.7f)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=3.0f), (Stat=EWUS_Weight, Add=3), (Stat=EWUS_HealFullRecharge, Scale=0.6f)))
}