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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Shotgun_MB500.uc

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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)
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IronSightPosition=(X=9.5,Y=-0.29,Z=0)
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// 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)))
}