123 lines
3.9 KiB
Ucode
123 lines
3.9 KiB
Ucode
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//=============================================================================
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// KFWeap_Pistol_Flare
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//=============================================================================
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// A pistol that fires napalm rounds
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Pistol_Flare extends KFWeap_PistolBase;
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static simulated event EFilterTypeUI GetAltTraderFilter()
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{
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return FT_Flame;
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}
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defaultproperties
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{
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// Content
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PackageKey="FlareGun"
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FirstPersonMeshName="WEP_1P_FlareGun_MESH.Wep_1stP_FlareGun_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_FlareGun_ANIM.Wep_1stP_FlareGun_Anim"
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PickupMeshName="WEP_3P_FlareGun_MESH.Wep_FlareGun_Pickup"
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AttachmentArchetypeName="WEP_FlareGun_ARCH.Wep_FlareGun_3P"
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MuzzleFlashTemplateName="WEP_FlareGun_ARCH.Wep_Flaregun_MuzzleFlash"
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Begin Object Name=FirstPersonMesh
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AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver'
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End Object
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// Position and FOV
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PlayerViewOffset=(X=12.0,Y=14,Z=-6)
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IronSightPosition=(X=4,Y=0,Z=0)
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MeshFOV=60
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MeshIronSightFOV=55
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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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// Ammo
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MagazineCapacity[0]=6
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SpareAmmoCapacity[0]=186
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InitialSpareMags[0]=15
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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=400
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minRecoilPitch=350
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maxRecoilYaw=125
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minRecoilYaw=-125
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RecoilRate=0.08
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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=400
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RecoilISMinPitchLimit=65485
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RecoilBlendOutRatio=0.75
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IronSightMeshFOVCompensationScale=1.5
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// DEFAULT_FIREMODE
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_FlareGun'
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FireInterval(DEFAULT_FIREMODE)=+0.2
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InstantHitDamage(DEFAULT_FIREMODE)=40.0
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_FlareGun'
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Spread(DEFAULT_FIREMODE)=0.015
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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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InstantHitDamage(BASH_FIREMODE)=22
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FlareGun'
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire'
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// Inventory
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InventorySize=2
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GroupPriority=15
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bCanThrow=true
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bDropOnDeath=true
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WeaponSelectTexture=Texture2D'wep_ui_flaregun_tex.UI_WeaponSelect_Flaregun'
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bIsBackupWeapon=false
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DualClass=class'KFWeap_Pistol_DualFlare'
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AssociatedPerkClasses(0)=class'KFPerk_Firebug'
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AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
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AssociatedPerkClasses(2)=class'KFPerk_Sharpshooter'
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// Attachments
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bHasIronSights=true
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bHasFlashlight=true
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// Hammer lock control
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bHasFireLastAnims = true
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BonesToLockOnEmpty = (RW_Hammer)
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// Revolver
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bRevolver=true
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CylinderRotInfo=(Inc=-60.0, Time=0.0175/*about 0.07 in the anim divided by ratescale of 4*/)
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=0)
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//WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=1)
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//WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=2)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Weight, Add=2)))
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}
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