//============================================================================= // KFWeap_GravityImploder //============================================================================= // The unique and amazing Gravity Imploder weapon //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFWeap_GravityImploder extends KFWeapon; `define GRAVITYIMPLODER_MIC_LED_INDEX 1 /** Reduction for the amount of damage dealt to the weapon owner (including damage by the explosion) */ var float SelfDamageReductionValue; /** Weapons material colors for each fire mode. */ var LinearColor DefaultFireMaterialColor; var LinearColor AltFireMaterialColor; var bool bLastFireWasAlt; var const bool bDebugDrawVortex; simulated function Activate() { super.Activate(); UpdateMaterial(); } simulated function UpdateMaterial() { local LinearColor MatColor; MatColor = bLastFireWasAlt ? AltFireMaterialColor : DefaultFireMaterialColor; if( WeaponMICs.Length > `GRAVITYIMPLODER_MIC_LED_INDEX ) { WeaponMICs[`GRAVITYIMPLODER_MIC_LED_INDEX].SetVectorParameterValue('Vector_Center_Color_A', MatColor); } } simulated function Projectile ProjectileFire() { UpdateMaterial(); return super.ProjectileFire(); } simulated function BeginFire( Byte FireModeNum ) { super.BeginFire(FireModeNum); if(FireModeNum == ALTFIRE_FIREMODE && !bLastFireWasAlt) { bLastFireWasAlt=true; } else if (FireModeNum == DEFAULT_FIREMODE && bLastFireWasAlt) { bLastFireWasAlt=false; } } simulated function AltFireMode() { StartFire(ALTFIRE_FIREMODE); } // Reduce damage to self function AdjustDamage(out int InDamage, class DamageType, Actor DamageCauser) { super.AdjustDamage(InDamage, DamageType, DamageCauser); if (Instigator != none && DamageCauser != none && DamageCauser.Instigator == Instigator) { InDamage *= SelfDamageReductionValue; } } defaultproperties { // Content PackageKey="Gravity_Imploder" FirstPersonMeshName="WEP_1P_Gravity_Imploder_MESH.Wep_1stP_Gravity_Imploder_Rig" FirstPersonAnimSetNames(0)="WEP_1P_Gravity_Imploder_ANIM.Wep_1stP_Gravity_Imploder_Anim" PickupMeshName="WEP_3P_Gravity_Imploder_MESH.WEP_3rdP_Gravity_Imploder_Pickup" AttachmentArchetypeName="WEP_Gravity_Imploder_ARCH.Wep_Gravity_Imploder_3P" MuzzleFlashTemplateName="WEP_Gravity_Imploder_ARCH.Wep_Gravity_Imploder_MuzzleFlash" // Inventory / Grouping InventorySize=7 //8 GroupPriority=125 //75 WeaponSelectTexture=Texture2D'WEP_UI_Gravity_Imploder_TEX.UI_WeaponSelect_Gravity_Imploder' AssociatedPerkClasses(0)=class'KFPerk_Demolitionist' // FOV MeshFOV=75 MeshIronSightFOV=40 PlayerIronSightFOV=65 // Depth of field DOF_FG_FocalRadius=50 DOF_FG_MaxNearBlurSize=3.5 // Ammo MagazineCapacity[0]=6 //5 SpareAmmoCapacity[0]=42 //35 InitialSpareMags[0]=2 //4 AmmoPickupScale[0]=1 //1 bCanBeReloaded=true bReloadFromMagazine=true // Zooming/Position PlayerViewOffset=(X=5.5,Y=8,Z=-2) //(X=11.0,Y=8,Z=-2) IronSightPosition=(X=10,Y=0,Z=-1.9) //(X=10,Y=0,Z=0) // AI warning system bWarnAIWhenAiming=true AimWarningDelay=(X=0.4f, Y=0.8f) AimWarningCooldown=0.0f // Recoil maxRecoilPitch=750 //500 minRecoilPitch=675//400 maxRecoilYaw=250 //150 minRecoilYaw=-250 //-150 RecoilRate=0.08 RecoilMaxYawLimit=500 RecoilMinYawLimit=65035 RecoilMaxPitchLimit=1250 RecoilMinPitchLimit=64785 RecoilISMaxYawLimit=50 RecoilISMinYawLimit=65485 RecoilISMaxPitchLimit=500 RecoilISMinPitchLimit=65485 RecoilViewRotationScale=0.6 IronSightMeshFOVCompensationScale=1.5 // DEFAULT_FIREMODE FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade' FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Grenade_GravityImploder' InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_GravityImploderImpact' InstantHitDamage(DEFAULT_FIREMODE)=150 FireInterval(DEFAULT_FIREMODE)=1.33 //45 RPM Spread(DEFAULT_FIREMODE)=0.02 //0 PenetrationPower(DEFAULT_FIREMODE)=0 FireOffset=(X=25,Y=3.0,Z=-2.5) // ALTFIRE_FIREMODE (swap fire mode) FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity' FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Grenade_GravityImploderAlt' FireInterval(ALTFIRE_FIREMODE)=1.33 //45 RPM InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_GravityImploderImpactAlt' InstantHitDamage(ALTFIRE_FIREMODE)=200 Spread(ALTFIRE_FIREMODE)=0.02 //0.0085 AmmoCost(ALTFIRE_FIREMODE)=1 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_GravityImploder' InstantHitDamage(BASH_FIREMODE)=26 // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_1P') WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Dry_Fire' WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Shoot_1P') WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_Gravity_Imploder.Play_WEP_Gravity_Imploder_Dry_Fire' EjectedShellForegroundDuration=1.5f // Attachments bHasIronSights=true bHasFlashlight=false WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil' SelfDamageReductionValue=0.f //0.25f bLastFireWasAlt=false DefaultFireMaterialColor = (R = 0.965f,G = 0.2972f, B = 0.0f) AltFireMaterialColor = (R = 0.0f, G = 0.9631f, B = 0.96581f) bHasFireLastAnims=true NumBloodMapMaterials=2 }