//============================================================================= // KFWeap_Pistol_DualColt1911 //============================================================================= // A set of Colt 1911 pistols //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Jeff Robinson //============================================================================= class KFWeap_Pistol_DualColt1911 extends KFWeap_DualBase; defaultproperties { // Content PackageKey="Dual_M1911" FirstPersonMeshName="WEP_1P_Dual_M1911_MESH.Wep_1stP_Dual_M1911_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Dual_M1911_ANIM.Wep_1stP_Dual_M1911_Anim" PickupMeshName="WEP_3P_Dual_M1911_MESH.Wep_M1911_Pickup" AttachmentArchetypeName="WEP_Dual_M1911_ARCH.Wep_Dual_M1911_3P" MuzzleFlashTemplateName="WEP_Dual_M1911_ARCH.Wep_Dual_M1911_MuzzleFlash" FireOffset=(X=17,Y=4.0,Z=-2.25) LeftFireOffset=(X=17,Y=-4,Z=-2.25) // Zooming/Position IronSightPosition=(X=15,Y=0,Z=0) PlayerViewOffset=(X=16,Y=0,Z=-5) QuickWeaponDownRotation=(Pitch=-8192,Yaw=0,Roll=0) bCanThrow=true bDropOnDeath=true SingleClass=class'KFWeap_Pistol_Colt1911' // FOV MeshFOV=75 MeshIronSightFOV=60 PlayerIronSightFOV=77 // Depth of field DOF_FG_FocalRadius=40 DOF_FG_MaxNearBlurSize=3.5 // Ammo MagazineCapacity[0]=16 SpareAmmoCapacity[0]=128 InitialSpareMags[0]=3 AmmoPickupScale[0]=1.0 bCanBeReloaded=true bReloadFromMagazine=true // Recoil maxRecoilPitch=450 minRecoilPitch=400 maxRecoilYaw=150 minRecoilYaw=-150 RecoilRate=0.07 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=900 RecoilMinPitchLimit=65035 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 IronSightMeshFOVCompensationScale=1.35 // DEFAULT_FIREMODE FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_PistolColt1911' FireInterval(DEFAULT_FIREMODE)=+0.1 // about twice as fast as single InstantHitDamage(DEFAULT_FIREMODE)=50.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Colt1911' PenetrationPower(DEFAULT_FIREMODE)=1.0 Spread(DEFAULT_FIREMODE)=0.015 FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' // ALTFIRE_FIREMODE FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_PistolColt1911' FireInterval(ALTFIRE_FIREMODE)=+0.1 // about twice as fast as single InstantHitDamage(ALTFIRE_FIREMODE)=50.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_Colt1911' PenetrationPower(ALTFIRE_FIREMODE)=1.0 Spread(ALTFIRE_FIREMODE)=0.015 FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle' // BASH_FIREMODE InstantHitDamage(BASH_FIREMODE)=24 InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Colt1911' // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_S') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire' WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Fire_Single_S') WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_1911.Play_WEP_SA_1911_Handling_DryFire' // Attachments bHasIronSights=true bHasFlashlight=true // Inventory InventorySize=4 GroupPriority=40 WeaponSelectTexture=Texture2D'WEP_UI_Dual_M1911_TEX.UI_WeaponSelect_DualM1911' bIsBackupWeapon=false AssociatedPerkClasses(0)=class'KFPerk_Gunslinger' BonesToLockOnEmpty=(RW_Bolt, RW_Bullets1) BonesToLockOnEmpty_L=(LW_Bolt, LW_Bullets1) bHasFireLastAnims=true // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.4f,IncrementWeight=0) //WeaponUpgrades[2]=(IncrementDamage=1.8f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=2.0f,IncrementWeight=4) WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.4f), (Stat=EWUS_Damage1, Scale=1.4f))) WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.8f), (Stat=EWUS_Damage1, Scale=1.8f), (Stat=EWUS_Weight, Add=2))) WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.0f), (Stat=EWUS_Damage1, Scale=2.0f), (Stat=EWUS_Weight, Add=4))) }