//============================================================================= // KFWeap_Revolver_SW500 //============================================================================= // A Smith & Wesson .500 "Bone Collector" //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Jeff Robinson //============================================================================= class KFWeap_Revolver_SW500 extends KFWeap_PistolBase; defaultproperties { // FOV MeshFOV=60 MeshIronSightFOV=60 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Zooming/Position PlayerViewOffset=(X=22,Y=12,Z=-6) // Content PackageKey="SW_500" FirstPersonMeshName="WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Rig" FirstPersonAnimSetNames(0)="WEP_1P_SW_500_ANIM.WEP_1stP_SW_500_Anim" PickupMeshName="WEP_3P_SW_500_MESH.Wep_SW_500_Pickup" AttachmentArchetypeName="WEP_SW_500_ARCH.Wep_SW_500_3P" MuzzleFlashTemplateName="WEP_SW_500_ARCH.Wep_SW_500_MuzzleFlash" Begin Object Name=FirstPersonMesh // new anim tree with skelcontrol to rotate cylinders AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Dual_Animtree_Master_Revolver' End Object // Zooming/Position IronSightPosition=(X=2,Y=0,Z=0) // Ammo MagazineCapacity[0]=5 SpareAmmoCapacity[0]=100 InitialSpareMags[0]=5 AmmoPickupScale[0]=2.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=850 minRecoilPitch=750 maxRecoilYaw=150 minRecoilYaw=-150 RecoilRate=0.1 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 IronSightMeshFOVCompensationScale=1.4 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_RevolverSW500' FireInterval(DEFAULT_FIREMODE)=+0.24 InstantHitDamage(DEFAULT_FIREMODE)=160.0 //150 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_SW500' Spread(DEFAULT_FIREMODE)=0.015 PenetrationPower(DEFAULT_FIREMODE)=3.0 FireOffset=(X=20,Y=4.0,Z=-3) // ALT_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=23 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_SW500' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_SA_SW500_Handling_DryFire' // Attachments bHasIronSights=true bHasFlashlight=true // Inventory InventorySize=3 GroupPriority=30 bCanThrow=true bDropOnDeath=true WeaponSelectTexture=Texture2D'WEP_UI_SW_500_TEX.UI_WeaponSelect_SW500' bIsBackupWeapon=false AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' AssociatedPerkClasses(1)=class'KFPerk_Sharpshooter' DualClass=class'KFWeap_Revolver_DualSW500' // Custom animations FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3) IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3, Guncheck_v4, Guncheck_v5) bHasFireLastAnims=true BonesToLockOnEmpty=(RW_Hammer) // Revolver bRevolver=true CylinderRotInfo=(Inc=-72.0, Time=0.0875/*about 0.35 in the anim divided by ratescale of 4*/) // Revolver shell/cap replacement UnusedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' UsedBulletMeshTemplate=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_EmptyShell' BulletFXSocketNames=(RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp0 SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp0) BulletMeshComponents.Add(BulletMeshComp0) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp1 SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp1) BulletMeshComponents.Add(BulletMeshComp1) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp2 SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp2) BulletMeshComponents.Add(BulletMeshComp2) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp3 SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp3) BulletMeshComponents.Add(BulletMeshComp3) Begin Object Class=KFSkeletalMeshComponent Name=BulletMeshComp4 SkeletalMesh=SkeletalMesh'WEP_1P_SW_500_MESH.Wep_1stP_SW_500_Bullet' CollideActors=false BlockActors=false BlockZeroExtent=false BlockNonZeroExtent=false BlockRigidBody=false bAcceptsStaticDecals=false bAcceptsDecals=false CastShadow=false bUseAsOccluder=false DepthPriorityGroup=SDPG_Foreground // First person only End Object Components.Add(BulletMeshComp4) BulletMeshComponents.Add(BulletMeshComp4) WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) }