//============================================================================= // KFWeap_SMG_Mac10 //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFWeap_SMG_Mac10 extends KFWeap_SMGBase; static simulated event EFilterTypeUI GetAltTraderFilter() { return FT_Flame; } defaultproperties { // Inventory InventorySize=4 GroupPriority=60 WeaponSelectTexture=Texture2D'WEP_UI_MAC10_TEX.UI_WeaponSelect_Mac10' // Shooting Animations FireSightedAnims[0]=Shoot_Iron FireSightedAnims[1]=Shoot_Iron2 FireSightedAnims[2]=Shoot_Iron3 // FOV MeshFOV=75 MeshIronSightFOV=60 PlayerIronSightFOV=75 // Zooming/Position IronSightPosition=(X=15.f,Y=0,Z=0) PlayerViewOffset=(X=18.f,Y=8,Z=-5.0) //(X=17.f,Y=8,Z=-3.0) // Content PackageKey="MAC10" FirstPersonMeshName="WEP_1P_MAC10_MESH.Wep_1stP_MAC10_Rig" FirstPersonAnimSetNames(0)="WEP_1P_MAC10_ANIM.WEP_1P_MAC10_ANIM" PickupMeshName="WEP_3P_MAC10_MESH.Wep_3rdP_MAC10_Pickup" AttachmentArchetypeName="WEP_MAC10_ARCH.Wep_MAC10_3P" MuzzleFlashTemplateName="WEP_MAC10_ARCH.Wep_MAC10_MuzzleFlash" // Ammo MagazineCapacity[0]=32 //40 SpareAmmoCapacity[0]=384 //320 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_Mac10' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_Mac10' FireInterval(DEFAULT_FIREMODE)=+.067 // 900 RPM Spread(DEFAULT_FIREMODE)=0.01 InstantHitDamage(DEFAULT_FIREMODE)=28 //25 //22 //25 //30 FireOffset=(X=30,Y=4.5,Z=-5) // ALT_FIREMODE FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Mac10' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Fire_Mac10' FireInterval(ALTFIRE_FIREMODE)=+.067 // 1000 RPM InstantHitDamage(ALTFIRE_FIREMODE)=28 //25 //22 //25 //30 Spread(ALTFIRE_FIREMODE)=0.01 //BurstAmount=3 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Mac10' InstantHitDamage(BASH_FIREMODE)=24.0 //@todo: add akevents when we have them WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_1P_Loop') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_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_Mac_10.Play_Mac_10_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Mac_10.Play_Mac_10_Fire_1P_EndLoop') SingleFireSoundIndex=ALTFIRE_FIREMODE // Attachments bHasIronSights=true bHasFlashlight=true AssociatedPerkClasses(0)=class'KFPerk_Firebug' AssociatedPerkClasses(1) = class'KFPerk_SWAT' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.15f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.3f,IncrementWeight=2) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2))) }