//============================================================================= // KFWeap_Minigun_Patriarch //============================================================================= // Patriarch's minigun //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFWeap_Minigun_Patriarch extends KFWeap_RifleBase; simulated function KFProjectile SpawnProjectile( class KFProjClass, vector RealStartLoc, vector AimDir ) { local KFProjectile SpawnedProjectile; local int ProjDamage; // Spawn projectile SpawnedProjectile = Spawn( KFProjClass, Self,, RealStartLoc); 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 ) { ProjDamage = InstantHitDamage[CurrentFireMode]; SpawnedProjectile.Damage = ProjDamage; SpawnedProjectile.MyDamageType = InstantHitDamageTypes[CurrentFireMode]; } // Set the penetration power for this projectile if( SpawnedProjectile != none ) { SpawnedProjectile.PenetrationPower = GetInitialPenetrationPower(CurrentFireMode); } SpawnedProjectile.Init( AimDir ); } // return it up the line return SpawnedProjectile; } /** Overridden. Patriarch does not consume ammo */ simulated function ConsumeAmmo( byte FireModeNum ) { } /** Overridden, sprint is controlled by AI */ simulated function StopPawnSprint(bool bClearPlayerInput) { } simulated state Active { simulated function GotoWeaponSprinting() { } } /** Overridden to give the minigun more vertical spread */ simulated function rotator AddSpread(rotator BaseAim) { local vector X, Y, Z; local float CurrentSpread, RandY, RandZ; CurrentSpread = Spread[CurrentFireMode]; // Add in any spread. GetAxes(BaseAim, X, Y, Z); RandY = fRand() < 0.5f ? -fRand() : fRand(); RandZ = fRand() < 0.5f ? -fRand() : fRand(); return rotator( X + (RandY * CurrentSpread * Y) + (RandZ * CurrentSpread * Z) ); } defaultproperties { InventorySize=6 // FOV bHidden=true MeshFOV=75 MeshIronSightFOV=33 PlayerIronSightFOV=70 // Depth of field DOF_FG_FocalRadius=50 DOF_FG_MaxNearBlurSize=3 // Zooming/Position PlayerViewOffset=(X=2.0,Y=8,Z=-3) // Content WeaponContentLoaded=true AttachmentArchetype=KFWeaponAttachment'WEP_Patriarch_ARCH.Wep_Patriarch_Minigun_3P' // Ammo MagazineCapacity[0]=60 SpareAmmoCapacity[0]=270 InitialSpareMags[0]=3 bCanBeReloaded=false//true bReloadFromMagazine=false//true // Recoil maxRecoilPitch=200 minRecoilPitch=150 maxRecoilYaw=175 minRecoilYaw=-125 RecoilRate=0.085 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 IronSightMeshFOVCompensationScale=2.5 // Grouping GroupPriority=50 //WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_AK12' // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' FireInterval(DEFAULT_FIREMODE)=+0.06 // 1250 RPM InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_PatMinigun' Spread(DEFAULT_FIREMODE)=0.07 InstantHitDamage(DEFAULT_FIREMODE)=8.0 FireOffset=(X=32,Y=4.0,Z=-5) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // Fire Effects MuzzleFlashTemplate=KFMuzzleFlash'WEP_L85A2_ARCH.Wep_L85A2_MuzzleFlash' WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_LP', FirstPersonCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_LP') WeaponFireSnd(ALTFIRE_FIREMODE) = (DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Single') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AK12.Play_WEP_SA_AK12_Handling_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_Tail', FirstPersonCue=AkEvent'WW_ZED_Patriarch.Play_Mini_Gun_Tail') SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=false AssociatedPerkClasses(0)=none bCanThrow=false bDropOnDeath=false bUseAnimLenEquipTime=false }