//============================================================================= // KFWeap_Pistol_DualFlare //============================================================================= // A dual pistol that fires napalm rounds //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFWeap_Pistol_DualFlare extends KFWeap_DualBase; static simulated event EFilterTypeUI GetAltTraderFilter() { return FT_Flame; } defaultproperties { //Content PackageKey="Dual_FlareGun" FirstPersonMeshName="WEP_1P_Dual_FlareGun_MESH.Wep_1stP_Dual_FlareGun_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Dual_FlareGun_ANIM.Wep_1stP_Dual_FlareGun_Anim" PickupMeshName="WEP_3P_Dual_FlareGun_MESH.Wep_FlareGun_Pickup" AttachmentArchetypeName="WEP_Dual_FlareGun_ARCH.Wep_Dual_FlareGun_3P" MuzzleFlashTemplateName="WEP_Dual_FlareGun_ARCH.Wep_Flaregun_MuzzleFlash" Begin Object Name=FirstPersonMesh AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver' End Object FireOffset=(X=17,Y=4.0,Z=-2.25) LeftFireOffset=(X=17,Y=-4,Z=-2.25) // Position and FOV IronSightPosition=(X=4,Y=0,Z=0) PlayerViewOffset=(X=23,Y=0,Z=-1) QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0) MeshFOV=60 MeshIronSightFOV=55 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Ammo MagazineCapacity[0]=12 // twice as much as single SpareAmmoCapacity[0]=180 InitialSpareMags[0]=7 AmmoPickupScale[0]=1.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=400 minRecoilPitch=350 maxRecoilYaw=125 minRecoilYaw=-125 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=400 RecoilISMinPitchLimit=65485 RecoilBlendOutRatio=0.75 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_FlareGun' FireInterval(DEFAULT_FIREMODE)=+0.11 // about twice as fast as single InstantHitDamage(DEFAULT_FIREMODE)=40.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_FlareGun_Dual' Spread(DEFAULT_FIREMODE)=0.015 FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' // ALTFIRE_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_FlareGun' FireInterval(ALTFIRE_FIREMODE)=+0.11 // about twice as fast as single InstantHitDamage(ALTFIRE_FIREMODE)=40.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Fire_FlareGun_Dual' Spread(ALTFIRE_FIREMODE)=0.015 FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=24.0 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FlareGun' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire' WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_Fire_1P') WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Flare_Gun.Play_WEP_Flare_Gun_DryFire' // Inventory InventorySize=4 GroupPriority=35 WeaponSelectTexture=Texture2D'wep_ui_dual_flaregun_tex.UI_WeaponSelect_DualFlaregun' bIsBackupWeapon=false bCanThrow=true bDropOnDeath=true SingleClass=class'KFWeap_Pistol_Flare' AssociatedPerkClasses(0)=class'KFPerk_Firebug' AssociatedPerkClasses(1)=class'KFPerk_Gunslinger' // Attachments bHasIronSights=true bHasFlashlight=true // Hammer lock control bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Hammer) BonesToLockOnEmpty_L=(LW_Hammer) // Revolver bRevolver=true CylinderRotInfo=(Inc=-60.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/) CylinderRotInfo_L=(Inc=-60.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/) // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.25f,IncrementWeight=0) //WeaponUpgrades[2]=(IncrementDamage=1.5f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.75f,IncrementWeight=4) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Damage1, Scale=1.25f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.5f), (Stat=EWUS_Damage1, Scale=1.5f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.75f), (Stat=EWUS_Damage1, Scale=1.75f), (Stat=EWUS_Weight, Add=4))) }