//============================================================================= // KFWeap_SMG_MP5RAS //============================================================================= // Class Description //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC // - Brooks Butler //============================================================================= class KFWeap_SMG_MP5RAS extends KFWeap_SMGBase; defaultproperties { // Inventory InventorySize=4 GroupPriority=60 WeaponSelectTexture=Texture2D'WEP_UI_MP5RAS_TEX.UI_WeaponSelect_MP5RAS' // FOV MeshFOV=86 MeshIronSightFOV=50 PlayerIronSightFOV=75 // Zooming/Position IronSightPosition=(X=10.f,Y=0,Z=0) PlayerViewOffset=(X=17.f,Y=8,Z=-4.0) // Content PackageKey="MP5RAS" FirstPersonMeshName="wep_1p_mp5ras_mesh.Wep_1stP_MP5RAS_Rig" FirstPersonAnimSetNames(0)="wep_1p_mp5ras_anim.wep_1p_mp5ras_anim" PickupMeshName="wep_3p_mp5ras_mesh.Wep_MP5RAS_Pickup" AttachmentArchetypeName="wep_mp5ras_arch.Wep_MP5RAS_3P" MuzzleFlashTemplateName="wep_mp5ras_arch.Wep_MP5RAS_MuzzleFlash" // Ammo MagazineCapacity[0]=40 SpareAmmoCapacity[0]=320 //360 InitialSpareMags[0]=4 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=60 minRecoilPitch=40 maxRecoilYaw=50 minRecoilYaw=-50 RecoilRate=0.06 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=550 //900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=75 RecoilISMinYawLimit=65460 RecoilISMaxPitchLimit=375 RecoilISMinPitchLimit=65460 IronSightMeshFOVCompensationScale=1.6 WalkingRecoilModifier=1.1 JoggingRecoilModifier=1.2 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto' FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MP5RAS' FireInterval(DEFAULT_FIREMODE)=+.067 // 900 RPM Spread(DEFAULT_FIREMODE)=0.01 InstantHitDamage(DEFAULT_FIREMODE)=25 //22 FireOffset=(X=30,Y=4.5,Z=-5) // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponBurstFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MP5RAS' FireInterval(ALTFIRE_FIREMODE)=+.067 // 900 RPM InstantHitDamage(ALTFIRE_FIREMODE)=25 //22 Spread(ALTFIRE_FIREMODE)=0.01 BurstAmount=3 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MP5RAS' InstantHitDamage(BASH_FIREMODE)=24.0 //@todo: add akevents when we have them WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_Single') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_MedicSMG.Play_SA_MedicSMG_Handling_DryFire' WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_DryFire' // Advanced (High RPM) Fire Effects bLoopingFireAnim(DEFAULT_FIREMODE)=true bLoopingFireSnd(DEFAULT_FIREMODE)=true WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MP5.Play_MP5_Fire_1P_EndLoop') SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=true AssociatedPerkClasses(0)=class'KFPerk_Swat' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.2f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.4f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.6f,IncrementWeight=3) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Damage1, Scale=1.6f), (Stat=EWUS_Weight, Add=3))) }