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

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//=============================================================================
// KFWeap_HRG_SonicGun
//=============================================================================
// The HRG Sonic Gun weapon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_SonicGun extends KFWeapon;
`define SONICGUN_MIC_SIGHT_INDEX 1
var(Animations) const editconst name ChargeAnim;
var(Animations) const editconst name ChargeAnimLast;
var(Animations) const editconst name ChargeAnimIron;
var(Animations) const editconst name ChargeAnimIronLast;
/** How long to wait after firing to force reload */
var() float ForceReloadTime;
var transient int CurrentChargeLevel;
/** Maximum times weapon can be charged */
var int MaxChargeLevel;
/** How much multiply damage does default fire projectile do by charge level*/
var Array<float> SonicBlastDamageByChargeLevel;
/** how much multiply momentum for default fire projectile by charge level */
var Array<float> SonicBlastMomentumByChargeLevel;
/** how much multiply penetration power for default fire projectile by charge level */
var Array<float> SonicBlastPenetrationPowerByChargeLevel;
/** DamageTypes for default fire projectile by charge level*/
var Array< class<DamageType> > SonicBlastDamageTypeByChargeLevel;
/** Projectile classes for default fire projectile by charge level*/
var Array< class<KFProjectile> > SonicBlastProjectileClassByChargeLevel;
/** Sounds for default fire by charge level*/
var Array<WeaponFireSndInfo> SonicBlastFireSoundByChargeLevel;
/** Sounds for charge */
var Array<WeaponFireSndInfo> SonicBlastFireSoundCharge;
/** Sounds for charge sound by charge level*/
var Array<AkEvent> ChargeSoundByChargeLevel;
/** How much momentum to apply when fired in double barrel */
var(Recoil) float FullyChargedKickMomentum;
/** How much to reduce shoot momentum when falling */
var(Recoil) float FallingMomentumReduction;
/** VFX to play from the muzzle when firing the charged shot */
var ParticleSystem MuzzleEffectDefaultFire;
/** VFX to play from the muzzle when firing the charged shot */
var ParticleSystem MuzzleEffectChargedFire;
struct MomentumMultiplierByZed
{
var Name ZedClassName;
var float MomentumMultiplier;
};
var array<MomentumMultiplierByZed> MomentumMultiplierByZedArray;
/** Colors for holographic sight by charge level */
var const Array<LinearColor> HolographicSightByChargeLevel;
var const Array<LinearColor> HolographicSightScanlineByChargeLevel;
var Array<bool> HolographicSightUseDefaultByChargeLevel;
simulated function PostBeginPlay()
{
CurrentChargeLevel=0;
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if( WeaponMICs.Length > `SONICGUN_MIC_SIGHT_INDEX )
{
if (!HolographicSightUseDefaultByChargeLevel[0])
{
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Center_Color_A', HolographicSightByChargeLevel[0]);
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Scanline_Color_Mult', HolographicSightScanlineByChargeLevel[0]);
}
else {
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].ClearParameterValues();
}
}
}
/**
* Toggle between DEFAULT and ALTFIRE
*/
simulated function AltFireMode()
{
// skip super
if (!Instigator.IsLocallyControlled())
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
/** Overridded to add spawned charge to list of spawned charges */
simulated function Projectile ProjectileFire()
{
local Projectile P;
P = super.ProjectileFire();
return P;
}
/** Returns animation to play based on reload type and status */
simulated function name GetReloadAnimName(bool bTacticalReload)
{
// magazine relaod
if (AmmoCount[0] > 0)
{
return (bTacticalReload) ? ReloadNonEmptyMagEliteAnim : ReloadNonEmptyMagAnim;
}
else
{
return (bTacticalReload) ? ReloadEmptyMagEliteAnim : ReloadEmptyMagAnim;
}
}
/*********************************************************************************************
* State WeaponSonicGunCharging
* The weapon is in this state while detonating a charge
*********************************************************************************************/
simulated function GotoActiveState();
simulated state WeaponSonicGunCharging
{
ignores AllowSprinting;
simulated event BeginState( name PreviousStateName )
{
local KFPerk InstigatorPerk;
if (!IsCanIncrementCharge())
{
ClearPendingFire(CurrentFireMode);
GotoActiveState();
return;
}
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
}
IncrementChargeAndPlayAnimation();
}
simulated function GotoActiveState()
{
GotoState('Active');
}
}
simulated state WeaponSonicGunSingleFiring extends WeaponSingleFiring
{
simulated function BeginState(name PreviousStateName)
{
local vector UsedKickMomentum;
// Push the player back when they fire a fully charged sonic blast
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if (Instigator != none && CurrentChargeLevel == MaxChargeLevel )
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{
UsedKickMomentum.X = -FullyChargedKickMomentum;
if( Instigator.Physics == PHYS_Falling )
{
UsedKickMomentum = UsedKickMomentum >> Instigator.GetViewRotation();
UsedKickMomentum *= FallingMomentumReduction;
}
else
{
UsedKickMomentum = UsedKickMomentum >> Instigator.Rotation;
UsedKickMomentum.Z = 0;
}
Instigator.AddVelocity(UsedKickMomentum,Instigator.Location,none);
}
//We want to do it at the end because the kickmomentum needs to use CurrentChargeLevel and this is reset in FireAmmunition
Super.BeginState(PreviousStateName);
}
simulated function FireAmmunition()
{
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if (CurrentFireMode == ALTFIRE_FIREMODE)
{
// Instant shoot: always use max level
CurrentChargeLevel = MaxChargeLevel;
}
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if( WeaponMICs.Length > `SONICGUN_MIC_SIGHT_INDEX )
{
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if (!HolographicSightUseDefaultByChargeLevel[CurrentChargeLevel])
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{
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WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Center_Color_A', HolographicSightByChargeLevel[CurrentChargeLevel]);
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Scanline_Color_Mult', HolographicSightScanlineByChargeLevel[CurrentChargeLevel]);
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}
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else {
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WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].ClearParameterValues();
}
}
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super.FireAmmunition();
CurrentChargeLevel=0;
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}
}
// GrenadeLaunchers determine ShouldPlayFireLast based on the spare ammo
// overriding to use the base KFWeapon version since that uses the current ammo in the mag
simulated function bool ShouldPlayFireLast(byte FireModeNum)
{
return Super(KFWeapon).ShouldPlayFireLast(FireModeNum);
}
simulated function bool IsCanIncrementCharge()
{
return CurrentChargeLevel < MaxChargeLevel && AmmoCount[DEFAULT_FIREMODE] > 0;
}
simulated function IncrementChargeAndPlayAnimation()
{
local name SelectedAnim;
local float AnimDuration;
local bool bInSprintState;
// choose the detonate animation based on whether it is in ironsights and whether it is the last harpoon
if (bUsingSights)
{
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? ChargeAnimIronLast : ChargeAnimIron;
}
else
{
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? ChargeAnimLast : ChargeAnim;
}
AnimDuration = MySkelMesh.GetAnimLength(SelectedAnim);
bInSprintState = IsInState('WeaponSprinting');
if (WorldInfo.NetMode != NM_DedicatedServer)
{
if ( KFPawn(Owner).IsLocallyControlled() )
{
PlaySoundBase(SonicBlastFireSoundCharge[CurrentChargeLevel].FirstPersonCue);
}
if (bInSprintState)
{
AnimDuration *= 0.25f;
PlayAnimation(SelectedAnim, AnimDuration);
}
else
{
PlayAnimation(SelectedAnim);
}
}
// Don't want to play muzzle effects or shoot animation on detonate in 3p
//IncrementFlashCount();
//AnimDuration value here representes the ALTFIRE FireInterval
AnimDuration = 0.75f; //1.f;
if (bInSprintState)
{
SetTimer(AnimDuration * 0.8f, false, nameof(PlaySprintStart));
}
else
{
SetTimer(AnimDuration * 0.5f, false, nameof(GotoActiveState));
}
CurrentChargeLevel++;
if( WeaponMICs.Length > `SONICGUN_MIC_SIGHT_INDEX )
{
if (!HolographicSightUseDefaultByChargeLevel[CurrentChargeLevel])
{
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Center_Color_A', HolographicSightByChargeLevel[CurrentChargeLevel]);
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].SetVectorParameterValue('Vector_Scanline_Color_Mult', HolographicSightScanlineByChargeLevel[CurrentChargeLevel]);
}
else {
WeaponMICs[`SONICGUN_MIC_SIGHT_INDEX].ClearParameterValues();
}
}
}
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Explosive;
}
simulated function float GetForceReloadDelay()
{
return fMax( ForceReloadTime - FireInterval[CurrentFireMode], 0.f );
}
//Overriding to be able to change projectile stats depending on the charge level
simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
{
local KFProjectile SpawnedProjectile;
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local int ProjDamage;
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// Spawn projectile
SpawnedProjectile = Spawn( KFProjClass, Self,, RealStartLoc,,,true);
if( SpawnedProjectile != none && !SpawnedProjectile.bDeleteMe )
{
// Mirror damage and damage type from weapon. This is set on the server only and
// these properties are replicated via TakeHitInfo
if ( InstantHitDamage.Length > CurrentFireMode && InstantHitDamageTypes.Length > CurrentFireMode )
{
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InstantHitDamage[CurrentFiremode] = SonicBlastDamageByChargeLevel[CurrentChargeLevel];
InstantHitMomentum[CurrentFiremode]=SonicBlastMomentumByChargeLevel[CurrentChargeLevel];
InstantHitDamageTypes[CurrentFiremode]=SonicBlastDamageTypeByChargeLevel[CurrentChargeLevel];
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ProjDamage = GetModifiedDamage(CurrentFireMode);
SpawnedProjectile.Damage = ProjDamage;
SpawnedProjectile.MyDamageType = InstantHitDamageTypes[DEFAULT_FIREMODE];
}
// Set the penetration power for this projectile
// because of clientside hit detection, we need two variables --
// one that replicates on init and one that updates but doesn't replicate
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PenetrationPower[CurrentFireMode]=SonicBlastPenetrationPowerByChargeLevel[CurrentChargeLevel];
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SpawnedProjectile.InitialPenetrationPower = GetInitialPenetrationPower(CurrentFireMode);
SpawnedProjectile.PenetrationPower = SpawnedProjectile.InitialPenetrationPower;
SpawnedProjectile.UpgradeDamageMod = GetUpgradeDamageMod();
SpawnedProjectile.Init( AimDir );
}
// return it up the line
return SpawnedProjectile;
}
//Overriding to make KFProjectile Class for default fire mode to be dependant on charge level
simulated function class<KFProjectile> GetKFProjectileClass()
{
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if (CurrentFireMode == DEFAULT_FIREMODE || CurrentFireMode == ALTFIRE_FIREMODE)
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{
return SonicBlastProjectileClassByChargeLevel[CurrentChargeLevel];
}
return super.GetKFProjectileClass();
}
//Overriding to get current PenetrationPower, not default.PenetrationPower
simulated function float GetUpgradedPenetration(optional int FireMode = DEFAULT_FIREMODE, optional int UpgradeIndex = INDEX_NONE)
{
if (UpgradeIndex == INDEX_NONE)
{
UpgradeIndex = CurrentWeaponUpgradeIndex;
}
return int(GetUpgradedStatValue(PenetrationPower[FireMode], EWeaponUpgradeStat(EWUS_Penetration0 + UpgradeFireModes[FireMode]), UpgradeIndex));
}
//Overriding to change shot sounds for default fire mode to be dependant on charge level
simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
{
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WeaponFireSnd[CurrentFireMode]=SonicBlastFireSoundByChargeLevel[CurrentChargeLevel];
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super.PlayFireEffects(FireModeNum, HitLocation);
}
simulated function ProcessInstantHitEx(byte FiringMode, ImpactInfo Impact, optional int NumHits, optional out float out_PenetrationVal, optional int ImpactNum )
{
local KFPerk InstigatorPerk;
local int IndexMomentumMultiplierByZed;
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
InstigatorPerk.UpdatePerkHeadShots( Impact, InstantHitDamageTypes[FiringMode], ImpactNum );
}
//Modifying momentum by zed impacted
if (Impact.HitActor != None && KFPawn_Monster(Impact.HitActor) != None)
{
IndexMomentumMultiplierByZed = MomentumMultiplierByZedArray.Find('ZedClassName', Impact.HitActor.Class.Name);
if (IndexMomentumMultiplierByZed != INDEX_NONE)
{
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InstantHitMomentum[CurrentFireMode] *= MomentumMultiplierByZedArray[IndexMomentumMultiplierByZed].MomentumMultiplier;
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}
}
super.ProcessInstantHitEx( FiringMode, Impact, NumHits, out_PenetrationVal, ImpactNum );
}
simulated function CauseMuzzleFlash(byte FireModeNum)
{
if (MuzzleFlash == None)
{
AttachMuzzleFlash();
}
if (CurrentChargeLevel > 0)
{
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleEffectChargedFire;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleEffectChargedFire);
}
else
{
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleEffectDefaultFire;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleEffectDefaultFire);
}
super.CauseMuzzleFlash(FireModeNum);
}
defaultproperties
{
// Content
PackageKey="HRG_SonicGun"
FirstPersonMeshName="wep_1p_hrg_sonicgun_mesh.WEP_1stP_HRG_SonicGun_Rig"
FirstPersonAnimSetNames(0)="wep_1p_hrg_sonicgun_anim.Wep_1stP_HRG_SonicGun_Anim"
PickupMeshName="wep_3p_hrg_sonicgun_mesh.WEP_3rdP_HRG_SonicGun_Pickup"
AttachmentArchetypeName="wep_hrg_sonicgun_arch.Wep_HRG_SonicGun_3P"
MuzzleFlashTemplateName="WEP_HRG_SonicGun_ARCH.Wep_HRG_SonicGun_MuzzleFlash"
// Inventory / Grouping
InventorySize=7
GroupPriority=75
WeaponSelectTexture=Texture2D'WEP_UI_HRG_SonicGun_TEX.UI_WeaponSelect_HRG_SonicGun'
AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
// FOV
MeshFOV=75
MeshIronSightFOV=40
PlayerIronSightFOV=65
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3.5
// Ammo
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MagazineCapacity[0]=10 //12 //8
SpareAmmoCapacity[0]=90 //96 //72
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InitialSpareMags[0]=1
bCanBeReloaded=true
bReloadFromMagazine=true
// Zooming/Position
PlayerViewOffset=(X=11.0,Y=8,Z=-2)
IronSightPosition=(X=10,Y=-0.1,Z=-0.2)
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=200 //500
minRecoilPitch=150 //400
maxRecoilYaw=50 //150
minRecoilYaw=-50 //-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)=WeaponSonicGunSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_SonicBlastUncharged_HRG_SonicGun'
InstantHitDamage(DEFAULT_FIREMODE)=125
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_SonicGun_SonicBlastUncharged'
InstantHitMomentum(DEFAULT_FIREMODE)=200000
FireInterval(DEFAULT_FIREMODE)=0.5 //0.75
Spread(DEFAULT_FIREMODE)=0.005
PenetrationPower(DEFAULT_FIREMODE)=2.0
FireOffset=(X=25,Y=3.0,Z=-2.5)
FullyChargedKickMomentum=0 //1000
FallingMomentumReduction=0.5
// ALTFIRE_FIREMODE (remote detonate)
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSonicGunSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_SonicBlastFullyCharged_HRG_SonicGun'
FireInterval(ALTFIRE_FIREMODE)=0.75
InstantHitDamage(ALTFIRE_FIREMODE)=125
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRG_SonicGun_SonicBlastFullyCharged'
InstantHitMomentum(ALTFIRE_FIREMODE)=200000
Spread(ALTFIRE_FIREMODE)=0.005
PenetrationPower(ALTFIRE_FIREMODE)=2.0
AmmoCost(ALTFIRE_FIREMODE)=1
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// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_SonicGun'
InstantHitDamage(BASH_FIREMODE)=26
// Custom animations
FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
BonesToLockOnEmpty=(RW_BoltAssembly1, RW_BoltAssembly2, RW_BoltAssembly3)
bHasFireLastAnims=true
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_3P_Fire_Bass', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_1P_Fire_Bass')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_DryFire'
EjectedShellForegroundDuration=1.5f
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
ChargeAnim=Alt_Fire
ChargeAnimLast=Alt_Fire_Last
ChargeAnimIron=Alt_Fire_Iron
ChargeAnimIronLast=Alt_Fire_Iron_Last
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Weight, Add=2)))
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ForceReloadTime=0.3
bAllowClientAmmoTracking=true
AimCorrectionSize=0.f
MuzzleEffectDefaultFire=ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_SonicGun_Muzzle'
MuzzleEffectChargedFire=ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_SonicGun_Muzzle_AltFire'
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SonicBlastDamageByChargeLevel(0)=100 //110 //100
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//SonicBlastDamageByChargeLevel(1)=170 //160
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SonicBlastDamageByChargeLevel(1)=240 //280 //310 //280
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SonicBlastPenetrationPowerByChargeLevel(0)=4.0
//SonicBlastPenetrationPowerByChargeLevel(1)=3.0 //1.0
SonicBlastPenetrationPowerByChargeLevel(1)=2.0 //0.0
SonicBlastMomentumByChargeLevel(0)=100000 //80000 //60000
//SonicBlastMomentumByChargeLevel(1)=50000 //40000
SonicBlastMomentumByChargeLevel(1)=40000 //20000
SonicBlastDamageTypeByChargeLevel(0)=class'KFDT_Ballistic_HRG_SonicGun_SonicBlastUncharged'
//SonicBlastDamageTypeByChargeLevel(1)=class'KFDT_Ballistic_HRG_SonicGun_SonicBlastHalfCharged'
SonicBlastDamageTypeByChargeLevel(1)=class'KFDT_Ballistic_HRG_SonicGun_SonicBlastFullyCharged'
SonicBlastProjectileClassByChargeLevel(0)=class'KFProj_SonicBlastUncharged_HRG_SonicGun'
//SonicBlastProjectileClassByChargeLevel(1)=class'KFProj_SonicBlastHalfCharged_HRG_SonicGun'
SonicBlastProjectileClassByChargeLevel(1)=class'KFProj_SonicBlastFullyCharged_HRG_SonicGun'
SonicBlastFireSoundByChargeLevel(0)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_3P_Fire_Bass', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_1P_Fire_Bass')
//SonicBlastFireSoundByChargeLevel(1)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_3P_Fire_Mid', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_1P_Fire_Mid')
SonicBlastFireSoundByChargeLevel(1)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_3P_Fire_High', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_1P_Fire_High')
SonicBlastFireSoundCharge(0)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_Charge_Once', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_Charge_Once')
SonicBlastFireSoundCharge(1)=(DefaultCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_Charge_Twice', FirstPersonCue=AkEvent'WW_WEP_HRG_SonicGun.Play_WEP_HRG_SonicGun_Charge_Twice')
ChargeSoundByChargeLevel(0)=AkEvent'WW_WEP_Seeker_6.Play_Seeker_6_Reload_1'
ChargeSoundByChargeLevel(1)=AkEvent'WW_WEP_Lazer_Cutter.Play_WEP_LaserCutter_Handling_Equip'
//AkEvent'WW_WEP_Helios.Play_WEP_Helios_Handling_Equip'
MaxChargeLevel=1 //2
MomentumMultiplierByZedArray(0)=(ZedClassName="KFPawn_ZedClot_Cyst", MomentumMultiplier=1.0)
MomentumMultiplierByZedArray(1)=(ZedClassName="KFPawn_ZedClot_Alpha", MomentumMultiplier=1.0)
MomentumMultiplierByZedArray(2)=(ZedClassName="KFPawn_ZedClot_Slasher", MomentumMultiplier=1.0)
MomentumMultiplierByZedArray(3)=(ZedClassName="KFPawn_ZedCrawler", MomentumMultiplier=1.0)
MomentumMultiplierByZedArray(4)=(ZedClassName="KFPawn_ZedGorefast", MomentumMultiplier=1.2)
MomentumMultiplierByZedArray(5)=(ZedClassName="KFPawn_ZedStalker", MomentumMultiplier=1.0)
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MomentumMultiplierByZedArray(6)=(ZedClassName="KFPawn_ZedScrake", MomentumMultiplier=0.8) //1.2
MomentumMultiplierByZedArray(7)=(ZedClassName="KFPawn_ZedFleshpound", MomentumMultiplier=0.7) //1.3
MomentumMultiplierByZedArray(8)=(ZedClassName="KFPawn_ZedFleshpoundMini", MomentumMultiplier=0.7) //1.3
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MomentumMultiplierByZedArray(9)=(ZedClassName="KFPawn_ZedBloat", MomentumMultiplier=1.7)
MomentumMultiplierByZedArray(10)=(ZedClassName="KFPawn_ZedSiren", MomentumMultiplier=0.8)
MomentumMultiplierByZedArray(11)=(ZedClassName="KFPawn_ZedHusk", MomentumMultiplier=0.8)
MomentumMultiplierByZedArray(12)=(ZedClassName="KFPawn_ZedClot_AlphaKing", MomentumMultiplier=1.0) //elite clot
MomentumMultiplierByZedArray(13)=(ZedClassName="KFPawn_ZedCrawlerKing", MomentumMultiplier=1.0) //elite crawler
MomentumMultiplierByZedArray(14)=(ZedClassName="KFPawn_ZedGorefastDualBlade", MomentumMultiplier=1.3) //elite gorefast
MomentumMultiplierByZedArray(15)=(ZedClassName="KFPawn_ZedDAR_EMP", MomentumMultiplier=1.4)
MomentumMultiplierByZedArray(16)=(ZedClassName="KFPawn_ZedDAR_Laser", MomentumMultiplier=1.4)
MomentumMultiplierByZedArray(17)=(ZedClassName="KFPawn_ZedDAR_Rocket", MomentumMultiplier=1.4)
MomentumMultiplierByZedArray(18)=(ZedClassName="KFPawn_ZedBloatKingSubspawn", MomentumMultiplier=1.0)
MomentumMultiplierByZedArray(19)=(ZedClassName="KFPawn_ZedHans", MomentumMultiplier=1.2)
MomentumMultiplierByZedArray(20)=(ZedClassName="KFPawn_ZedPatriarch", MomentumMultiplier=1.2)
MomentumMultiplierByZedArray(21)=(ZedClassName="KFPawn_ZedFleshpoundKing", MomentumMultiplier=1.2)
MomentumMultiplierByZedArray(22)=(ZedClassName="KFPawn_ZedBloatKing", MomentumMultiplier=1.2)
MomentumMultiplierByZedArray(23)=(ZedClassName="KFPawn_ZedMatriarch", MomentumMultiplier=1.2)
//If no set any of the following colors, the default color from the material will be used
HolographicSightByChargeLevel(0)=(R=0.88f,G=0.36f,B=0.11f, A=0.92f)
HolographicSightByChargeLevel(1)=(R=0.27f,G=0.5f,B=2.35f, A=0.92f)
HolographicSightScanlineByChargeLevel(0)=(R=0.5f,G=0.96f,B=0.96f, A=0.92f)
HolographicSightScanlineByChargeLevel(1)=(R=0.88f,G=0.36f,B=0.11f, A=0.92f)
HolographicSightUseDefaultByChargeLevel(0)=false
HolographicSightUseDefaultByChargeLevel(1)=false
NumBloodMapMaterials=2
}