//============================================================================= // KFWeap_AssaultRifle_Medic //============================================================================= // A Medic Assault Rifle //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class KFWeap_AssaultRifle_Medic extends KFWeap_MedicBase; /********************************************************************************************* * @name Trader *********************************************************************************************/ /** Returns trader filter index based on weapon type */ static simulated event EFilterTypeUI GetTraderFilter() { return FT_Assault; } defaultproperties { // Healing charge HealAmount=15 HealFullRechargeSeconds=10 // Inventory InventorySize=7 GroupPriority=100 WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicAssault' SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts' // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=75 MeshIronSightFOV=52 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=85 DOF_FG_MaxNearBlurSize=2.5 // Content PackageKey="Medic_Assault" FirstPersonMeshName="WEP_1P_Medic_Assault_MESH.Wep_1stP_Medic_Assault_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Medic_Assault_ANIM.Wep_1stP_Medic_Assault_Anim" PickupMeshName="WEP_3P_Medic_Assault_MESH.Wep_Medic_Assault_Pickup" AttachmentArchetypeName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_3P" MuzzleFlashTemplateName="WEP_Medic_Assault_ARCH.Wep_Medic_Assault_MuzzleFlash" HealingDartDamageType=class'KFDT_Dart_Healing' DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P') LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P' LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P' LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P' HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal' HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt' OpticsUIClass=class'KFGFxWorld_MedicOptics' HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil' // Zooming/Position PlayerViewOffset=(X=15.0,Y=6.5,Z=-3) IronSightPosition=(X=12,Y=0,Z=0) // Ammo MagazineCapacity[0]=40 //30 SpareAmmoCapacity[0]=400 //390 InitialSpareMags[0]=2 //3 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=140 //200 minRecoilPitch=105 //150 maxRecoilYaw=122 //175 minRecoilYaw=-122 //-125 RecoilRate=0.075 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 IronSightMeshFOVCompensationScale=1.5 HippedRecoilModifier=1.5 // 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_Assault_Medic' FireInterval(DEFAULT_FIREMODE)=+0.08 // //750 0.08 650 RPM 0.0923 Spread(DEFAULT_FIREMODE)=0.0085 InstantHitDamage(DEFAULT_FIREMODE)=35.0 FireOffset=(X=30,Y=4.5,Z=-5) // ALTFIRE_FIREMODE AmmoCost(ALTFIRE_FIREMODE)=30 WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic' InstantHitDamage(ALTFIRE_FIREMODE)=5.0 // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=27 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Assault_Medic' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_Single') WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_Fire_1P_EndLoop') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicAssault.Play_SA_MedicAssault_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 SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=true AssociatedPerkClasses(0)=class'KFPerk_FieldMedic' AssociatedPerkClasses(1)=class'KFPerk_Commando' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f, IncrementWeight=1, IncrementHealFullRecharge=.9) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.9f))) }