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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_SMG_MP7.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_SMG_MP7
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Brooks Butler
//=============================================================================
class KFWeap_SMG_MP7 extends KFWeap_SMGBase;
defaultproperties
{
// Inventory
InventorySize=4
GroupPriority=50
WeaponSelectTexture=Texture2D'WEP_UI_MP7_TEX.UI_WeaponSelect_MP7'
// FOV
MeshFOV=81
MeshIronSightFOV=55
PlayerIronSightFOV=70
// Zooming/Position
IronSightPosition=(X=5,Y=0,Z=0)
PlayerViewOffset=(X=18.5f,Y=10.25f,Z=-4.0f)
// Content
PackageKey="MP7"
FirstPersonMeshName="wep_1p_mp7_mesh.Wep_1stP_MP7_Rig"
FirstPersonAnimSetNames(0)="wep_1p_mp7_anim.wep_1p_mp7_anim"
PickupMeshName="wep_3p_mp7_mesh.Wep_MP7_Pickup"
AttachmentArchetypeName="wep_mp7_arch.Wep_MP7_3P"
MuzzleFlashTemplateName="wep_MP7_arch.Wep_MP7_MuzzleFlash"
// Ammo
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=330
InitialSpareMags[0]=6
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=50
minRecoilPitch=40
maxRecoilYaw=80
minRecoilYaw=-80
RecoilRate=0.06
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.5
WalkingRecoilModifier=1.1
JoggingRecoilModifier=1.2
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MP7'
FireInterval(DEFAULT_FIREMODE)=+.063 // 950 RPM
Spread(DEFAULT_FIREMODE)=0.015
InstantHitDamage(DEFAULT_FIREMODE)=16 //20
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MP7'
FireInterval(ALTFIRE_FIREMODE)=+.063 // 950 RPM
InstantHitDamage(ALTFIRE_FIREMODE)=16 //20
Spread(ALTFIRE_FIREMODE)=0.01
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MP7'
InstantHitDamage(BASH_FIREMODE)=24
//@todo: add akevents when we have them
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MP7.Play_MP7_Fire_1P_EndLoop')
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Swat'
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=2)
//WeaponUpgrades[3]=(IncrementDamage=2.1f,IncrementWeight=3)
//WeaponUpgrades[4]=(IncrementDamage=2.3f,IncrementWeight=4)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=1)))
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=2.1f), (Stat=EWUS_Damage1, Scale=2.1f), (Stat=EWUS_Weight, Add=3)))
WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.3f), (Stat=EWUS_Damage1, Scale=2.3f), (Stat=EWUS_Weight, Add=4)))
}