//============================================================================= // KFWeap_Pistol_Medic //============================================================================= // A 9mm Pistol that fires healing medic darts //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class KFWeap_Pistol_Medic extends KFWeap_MedicBase; /********************************************************************************************* * @name Trader *********************************************************************************************/ /** Returns trader filter index based on weapon type */ static simulated event EFilterTypeUI GetTraderFilter() { return FT_Pistol; } defaultproperties { // Healing charge HealAmount=15 // Inventory InventoryGroup=IG_Secondary InventorySize=1 GroupPriority=25 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicPistol' SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts' AssociatedPerkClasses(0)=class'KFPerk_FieldMedic' AssociatedPerkClasses(1)=class'KFPerk_Gunslinger' // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=86 MeshIronSightFOV=77 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position PlayerViewOffset=(X=29.0,Y=13,Z=-4) //Content PackageKey="Medic_Pistol" FirstPersonMeshName="WEP_1P_Medic_Pistol_MESH.Wep_1stP_Medic_Pistol_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Medic_Pistol_ANIM.WEP_1P_Medic_Pistol_ANIM" PickupMeshName="wep_3p_medic_pistol_mesh.Wep_Medic_Pistol_Pickup" AttachmentArchetypeName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_3P" MuzzleFlashTemplateName="WEP_Medic_Pistol_ARCH.Wep_Medic_Pistol_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 IronSightPosition=(X=15,Y=0,Z=0) // Ammo MagazineCapacity[0]=15 SpareAmmoCapacity[0]=240 InitialSpareMags[0]=8 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=250 minRecoilPitch=200 maxRecoilYaw=100 minRecoilYaw=-100 RecoilRate=0.07 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=250 RecoilISMinPitchLimit=65485 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm' FireInterval(DEFAULT_FIREMODE)=+0.175 InstantHitDamage(DEFAULT_FIREMODE)=20.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Pistol_Medic' InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Pistol_Medic' Spread(DEFAULT_FIREMODE)=0.015 FireOffset=(X=20,Y=4.0,Z=-3) // ALTFIRE_FIREMODE WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_HealingDart_MedicBase' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Dart_Toxic' InstantHitDamage(ALTFIRE_FIREMODE)=5 // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=21 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicPistol.Play_SA_MedicPistol_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire' // Attachments bHasIronSights=true bHasFlashlight=false //WeaponUpgrades[1]=(IncrementDamage=1.7f,IncrementWeight=0, IncrementHealFullRecharge=.9) //WeaponUpgrades[2]=(IncrementDamage=2.0f,IncrementWeight=1, IncrementHealFullRecharge=.8) //WeaponUpgrades[3]=(IncrementDamage=2.55f,IncrementWeight=2, IncrementHealFullRecharge=.7) //WeaponUpgrades[4]=(IncrementDamage=3.0f,IncrementWeight=3, IncrementHealFullRecharge=.6) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.7f), (Stat=EWUS_HealFullRecharge, Scale=0.9f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.8f))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.55f), (Stat=EWUS_Weight, Add=2), (Stat=EWUS_HealFullRecharge, Scale=0.7f))) WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=3.0f), (Stat=EWUS_Weight, Add=3), (Stat=EWUS_HealFullRecharge, Scale=0.6f))) }