//============================================================================= // KFWeap_HRG_Revolver_Buckshot //============================================================================= // A Smith & Wesson .500 "Bone Collector" //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFWeap_HRG_Revolver_Buckshot extends KFWeap_Revolver_SW500; /********************************************************************************************* Firing / Projectile - Below projectile spawning code copied from KFWeap_ShotgunBase ********************************************************************************************* */ /** Spawn projectile is called once for each shot pellet fired */ simulated function KFProjectile SpawnAllProjectiles(class KFProjClass, vector RealStartLoc, vector AimDir) { local KFPerk InstigatorPerk; if (CurrentFireMode == GRENADE_FIREMODE) { return Super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir); } InstigatorPerk = GetPerk(); if (InstigatorPerk != none) { Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier(); } return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir); } defaultproperties { // Inventory InventorySize=2 GroupPriority=75 // Recoil maxRecoilPitch=525 //750 minRecoilPitch=472 //675 maxRecoilYaw=300 minRecoilYaw=-300 RecoilRate=0.1 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 IronSightMeshFOVCompensationScale=1.4 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)="ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle" FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pellet' InstantHitDamage(DEFAULT_FIREMODE)=32.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGBuckshot' PenetrationPower(DEFAULT_FIREMODE)=2.0 NumPellets(DEFAULT_FIREMODE) = 5 Spread(DEFAULT_FIREMODE)=0.12 //0.15 // ALTFIRE_FIREMODE InstantHitDamageTypes(ALTFIRE_FIREMODE) = class'KFDT_Ballistic_HRGBuckshot' // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGBuckshot' AssociatedPerkClasses.Empty() AssociatedPerkClasses(0)=class'KFPerk_Support' // Recoil RecoilBlendOutRatio=0.35 //Ammunition SpareAmmoCapacity[0]=85 InitialSpareMags[0]=5 WeaponSelectTexture=Texture2D'WEP_UI_HRG_SW_500_TEX.UI_WeaponSelect_HRG_SW500' //Weqapon Upgrades WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2))) FireAnim=HRG_Shoot FireSightedAnims[0]=HRG_Shoot_Iron FireSightedAnims[1]=HRG_Shoot_Iron2 FireSightedAnims[2]=HRG_Shoot_Iron3 FireLastAnim=HRG_Shoot_Last FireLastSightedAnim=HRG_Shoot_Iron_Last DualClass=class'KFWeap_HRG_Revolver_DualBuckshot' // Content PackageKey="HRG_SW_500" FirstPersonMeshName="WEP_1P_HRG_SW_500_MESH.Wep_1stP_HRG_SW_500_Rig" FirstPersonAnimSetNames(0)="WEP_1P_HRG_SW_500_ANIM.WEP_1stP_HRG_SW_500_Anim" PickupMeshName="WEP_3P_HRG_SW_500_MESH.Wep_3rdP_HRG_SW_500_Pickup" AttachmentArchetypeName="WEP_HRG_SW_500_ARCH.Wep_HRG_SW_500_3P" MuzzleFlashTemplateName="WEP_HRG_SW_500_ARCH.Wep_HRG_SW_500_MuzzleFlash" //Weapon Sounds WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_SW500.Play_WEP_HRG_Buckshot_Fire_DryFire' // Revolver shell/cap replacement UnusedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_Bullet' UsedBulletMeshTemplate=SkeletalMesh'wep_3p_hrg_sw_500_mesh.Wep_3rdP_HRG_SW_500_EmptyShell' BulletFXSocketNames=(RW_Bullet_FX_5, RW_Bullet_FX_4, RW_Bullet_FX_3, RW_Bullet_FX_2, RW_Bullet_FX_1) }