1
0
KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Rifle_CenterfireMB464.uc

114 lines
4.0 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Rifle_CenterfireMB464
//=============================================================================
// The MB464 centerfire lever-action rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Rifle_CenterfireMB464 extends KFWeap_RifleBase;
defaultproperties
{
// Inventory / Grouping
InventorySize=5
GroupPriority=50
WeaponSelectTexture=Texture2D'WEP_UI_Centerfire_TEX.UI_WeaponSelect_Centerfire'
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
// FOV
MeshFOV=75
MeshIronSightFOV=40
PlayerIronSightFOV=65
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3.5
// Content
PackageKey="Centerfire"
FirstPersonMeshName="WEP_1P_Centerfire_MESH.Wep_1stP_Centerfire_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Centerfire_ANIM.Wep_1stP_Centerfire_Anim"
PickupMeshName="WEP_3P_Centerfire_MESH.Wep_3rdP_Centerfire_Pickup"
AttachmentArchetypeName="WEP_Centerfire_ARCH.Wep_Centerfire_3P"
MuzzleFlashTemplateName="WEP_Centerfire_ARCH.Wep_Centerfire_MuzzleFlash"
// Ammo
MagazineCapacity[0]=10
SpareAmmoCapacity[0]=70
InitialSpareMags[0]=2
bCanBeReloaded=true
bReloadFromMagazine=false
// Zooming/Position
PlayerViewOffset=(X=11.0,Y=8,Z=-2) //x7
IronSightPosition=(X=10,Y=0,Z=0) //x0
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=500
minRecoilPitch=400
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.6
IronSightMeshFOVCompensationScale=1.5
// 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_Winchester1894'
InstantHitDamage(DEFAULT_FIREMODE)=165 //180
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_CenterfireMB464'
FireInterval(DEFAULT_FIREMODE)=0.4 //0.45
Spread(DEFAULT_FIREMODE)=0.007
PenetrationPower(DEFAULT_FIREMODE)=1.5
FireOffset=(X=25,Y=3.0,Z=-2.5)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
BonesToLockOnEmpty=(RW_Hammer)
bHasFireLastAnims=true
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_CenterfireMB464'
InstantHitDamage(BASH_FIREMODE)=25
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_Centerfire_Fire_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire'
EjectedShellForegroundDuration=1.5f
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=1.45f,IncrementWeight=3)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.45f), (Stat=EWUS_Weight, Add=3)))
}