//============================================================================= // KFTargetingWeaponComponent_RailGun //============================================================================= //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFTargetingWeaponComponent_RailGun extends KFTargetingWeaponComponent; /** returns true if lock-on is possible */ simulated function bool AllowTargetLockOn(byte TargetingMode) { return super.AllowTargetLockOn(TargetingMode) && KFW.bUsingSights; } defaultproperties { // Lock on sounds LockTargetingSoundInterval=0.09 LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Locked' LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Lost' LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Locking' // Lock On Functionality TargetingModeFlags[DEFAULT_FIREMODE]=TARGETINGMODE_FLAGS_ZED LockRange[DEFAULT_FIREMODE]=200000 LockAim[DEFAULT_FIREMODE]=0.995 LockAcquireTime[DEFAULT_FIREMODE]=0.35 LockAcquireTime_Large[DEFAULT_FIREMODE]=0.6 LockAcquireTime_Boss[DEFAULT_FIREMODE]=1.1 LockAcquireTime_Versus[DEFAULT_FIREMODE]=1.1 LockTolerance[DEFAULT_FIREMODE]=0.2 TargetLocationReplicationInterval=0.016 }