//============================================================================= // KFWeap_Edged_Zweihander //============================================================================= // A two-handed sword primarily of the Renaissance. It is a true two-handed // sword because it requires two hands to wield, unlike other large swords // that are wielded with two hands but can also be wielded with one. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFWeap_Edged_Zweihander extends KFWeap_MeleeBase; defaultproperties { // Zooming/Position PlayerViewOffset=(X=2,Y=0,Z=0) // Content PackageKey="Zweihander" FirstPersonMeshName="WEP_1P_Zweihander_MESH.Wep_1stP_Zweihander_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Zweihander_ANIM.Wep_1stP_Zweihander_Anim" PickupMeshName="WEP_3P_Zweihander_MESH.Wep_Zweihander_Pickup" AttachmentArchetypeName="WEP_Zweihander_ARCH.Wep_Zweihander_3P" Begin Object Name=MeleeHelper_0 MaxHitRange=240 //330 //400 // Override automatic hitbox creation (advanced) HitboxChain.Add((BoneOffset=(X=+3,Z=190))) HitboxChain.Add((BoneOffset=(X=-3,Z=170))) HitboxChain.Add((BoneOffset=(X=+3,Z=150))) HitboxChain.Add((BoneOffset=(X=-3,Z=130))) HitboxChain.Add((BoneOffset=(X=+3,Z=110))) HitboxChain.Add((BoneOffset=(X=-3,Z=90))) HitboxChain.Add((BoneOffset=(X=+3,Z=70))) HitboxChain.Add((BoneOffset=(X=-3,Z=50))) HitboxChain.Add((BoneOffset=(X=+3,Z=30))) HitboxChain.Add((BoneOffset=(Z=10))) WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Bladed_melee_impact' MeleeImpactCamShakeScale=0.04f //0.5 // modified combo sequences ChainSequence_F=(DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft) ChainSequence_B=(DIR_BackwardLeft, DIR_BackwardRight, DIR_BackwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left) ChainSequence_L=(DIR_Right, DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left) ChainSequence_R=(DIR_Left, DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right) End Object InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_Zweihander' InstantHitMomentum(DEFAULT_FIREMODE)=30000.f InstantHitDamage(DEFAULT_FIREMODE)=85 //70 InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Slashing_ZweihanderHeavy' InstantHitMomentum(HEAVY_ATK_FIREMODE)=30000.f InstantHitDamage(HEAVY_ATK_FIREMODE)=195 //200 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Piercing_ZweihanderStab' InstantHitDamage(BASH_FIREMODE)=63 // Inventory GroupPriority=75 InventorySize=7 WeaponSelectTexture=Texture2D'WEP_UI_Zweihander_TEX.UI_WeaponSelect_Zweihander' AssociatedPerkClasses(0)=class'KFPerk_Berserker' // Block Sounds BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Katana' ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal' ParryDamageMitigationPercent=0.4 BlockDamageMitigation=0.5 ParryStrength=5 // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.05f), (Stat=EWUS_Damage1, Scale=1.05f), (Stat=EWUS_Damage2, Scale=1.05f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Damage2, Scale=1.1f), (Stat=EWUS_Weight, Add=2))) }